Show / Hide Table of Contents

Class CharacterClassConfigurator

Configurator for Kingmaker.Blueprints.Classes.BlueprintCharacterClass.

Inheritance
System.Object
Configurator
RootConfigurator<Kingmaker.Blueprints.Classes.BlueprintCharacterClass, CharacterClassConfigurator>
BaseBlueprintConfigurator<Kingmaker.Blueprints.Classes.BlueprintCharacterClass, CharacterClassConfigurator>
BaseCharacterClassConfigurator<Kingmaker.Blueprints.Classes.BlueprintCharacterClass, CharacterClassConfigurator>
CharacterClassConfigurator
Inherited Members
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.CopyFrom(Blueprint<BlueprintReference<BlueprintCharacterClass>>, Type[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.CopyFrom(Blueprint<BlueprintReference<BlueprintCharacterClass>>, Predicate<BlueprintComponent>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetLocalizedName(LocalString)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ModifyLocalizedName(Action<LocalizedString>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetLocalizedDescription(LocalString)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ModifyLocalizedDescription(Action<LocalizedString>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetLocalizedDescriptionShort(LocalString)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ModifyLocalizedDescriptionShort(Action<LocalizedString>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetIcon(Asset<Sprite>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ModifyIcon(Action<Sprite>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetSkillPoints(Int32)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetHitDie(DiceType)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetHideIfRestricted(Boolean)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetHideInUI(Boolean)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetPrestigeClass(Boolean)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetIsMythic(Boolean)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetDontAddCasterLevels(Boolean)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetIsHigherMythic(Boolean)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetBaseAttackBonus(Blueprint<BlueprintStatProgressionReference>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ModifyBaseAttackBonus(Action<BlueprintStatProgressionReference>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetFortitudeSave(Blueprint<BlueprintStatProgressionReference>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ModifyFortitudeSave(Action<BlueprintStatProgressionReference>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetReflexSave(Blueprint<BlueprintStatProgressionReference>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ModifyReflexSave(Action<BlueprintStatProgressionReference>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetWillSave(Blueprint<BlueprintStatProgressionReference>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ModifyWillSave(Action<BlueprintStatProgressionReference>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetProgression(Blueprint<BlueprintProgressionReference>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ModifyProgression(Action<BlueprintProgressionReference>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetSpellbook(Blueprint<BlueprintSpellbookReference>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ModifySpellbook(Action<BlueprintSpellbookReference>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetClassSkills(StatType[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddToClassSkills(StatType[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.RemoveFromClassSkills(StatType[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.RemoveFromClassSkills(Func<StatType, Boolean>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ClearClassSkills()
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ModifyClassSkills(Action<StatType>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetIsDivineCaster(Boolean)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetIsArcaneCaster(Boolean)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetArchetypes(Blueprint<BlueprintArchetypeReference>[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddToArchetypes(Blueprint<BlueprintArchetypeReference>[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.RemoveFromArchetypes(Blueprint<BlueprintArchetypeReference>[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.RemoveFromArchetypes(Func<BlueprintArchetypeReference, Boolean>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ClearArchetypes()
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ModifyArchetypes(Action<BlueprintArchetypeReference>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetStartingGold(Int32)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetStartingItems(Blueprint<BlueprintItemReference>[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddToStartingItems(Blueprint<BlueprintItemReference>[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.RemoveFromStartingItems(Blueprint<BlueprintItemReference>[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.RemoveFromStartingItems(Func<BlueprintItemReference, Boolean>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ClearStartingItems()
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ModifyStartingItems(Action<BlueprintItemReference>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetPrimaryColor(Int32)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetSecondaryColor(Int32)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetEquipmentEntities(Blueprint<KingmakerEquipmentEntityReference>[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddToEquipmentEntities(Blueprint<KingmakerEquipmentEntityReference>[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.RemoveFromEquipmentEntities(Blueprint<KingmakerEquipmentEntityReference>[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.RemoveFromEquipmentEntities(Func<KingmakerEquipmentEntityReference, Boolean>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ClearEquipmentEntities()
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ModifyEquipmentEntities(Action<KingmakerEquipmentEntityReference>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetMaleEquipmentEntities(AssetLink<EquipmentEntityLink>[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddToMaleEquipmentEntities(AssetLink<EquipmentEntityLink>[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.RemoveFromMaleEquipmentEntities(AssetLink<EquipmentEntityLink>[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.RemoveFromMaleEquipmentEntities(Func<EquipmentEntityLink, Boolean>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ClearMaleEquipmentEntities()
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ModifyMaleEquipmentEntities(Action<EquipmentEntityLink>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetFemaleEquipmentEntities(AssetLink<EquipmentEntityLink>[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddToFemaleEquipmentEntities(AssetLink<EquipmentEntityLink>[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.RemoveFromFemaleEquipmentEntities(AssetLink<EquipmentEntityLink>[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.RemoveFromFemaleEquipmentEntities(Func<EquipmentEntityLink, Boolean>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ClearFemaleEquipmentEntities()
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ModifyFemaleEquipmentEntities(Action<EquipmentEntityLink>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetDifficulty(Int32)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetRecommendedAttributes(StatType[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddToRecommendedAttributes(StatType[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.RemoveFromRecommendedAttributes(StatType[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.RemoveFromRecommendedAttributes(Func<StatType, Boolean>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ClearRecommendedAttributes()
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ModifyRecommendedAttributes(Action<StatType>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetNotRecommendedAttributes(StatType[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddToNotRecommendedAttributes(StatType[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.RemoveFromNotRecommendedAttributes(StatType[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.RemoveFromNotRecommendedAttributes(Func<StatType, Boolean>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ClearNotRecommendedAttributes()
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ModifyNotRecommendedAttributes(Action<StatType>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetSignatureAbilities(Blueprint<BlueprintFeatureReference>[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddToSignatureAbilities(Blueprint<BlueprintFeatureReference>[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.RemoveFromSignatureAbilities(Blueprint<BlueprintFeatureReference>[])
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.RemoveFromSignatureAbilities(Func<BlueprintFeatureReference, Boolean>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ClearSignatureAbilities()
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ModifySignatureAbilities(Action<BlueprintFeatureReference>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetDefaultBuild(Blueprint<BlueprintUnitFactReference>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ModifyDefaultBuild(Action<BlueprintUnitFactReference>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetAdditionalVisualSettings(Blueprint<BlueprintClassAdditionalVisualSettingsProgression.Reference>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ModifyAdditionalVisualSettings(Action<BlueprintClassAdditionalVisualSettingsProgression.Reference>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.SetVisualSettingsPriority(Int32)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisiteAlignment(AlignmentMaskType, Nullable<Boolean>, Nullable<Boolean>, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisiteArchetypeLevel(Blueprint<BlueprintArchetypeReference>, Blueprint<BlueprintCharacterClassReference>, Nullable<Boolean>, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Int32>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisiteCasterType(Boolean, Nullable<Boolean>, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisiteCasterTypeSpellLevel(Boolean, Boolean, Int32, Nullable<Boolean>, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisiteCharacterLevel(Int32, Nullable<Boolean>, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisiteClassLevel(Blueprint<BlueprintCharacterClassReference>, Int32, Nullable<Boolean>, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisiteClassSpellLevel(Blueprint<BlueprintCharacterClassReference>, Nullable<Boolean>, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisiteEtude(Blueprint<BlueprintEtudeReference>, Nullable<Boolean>, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, LocalString)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisiteFeature(Blueprint<BlueprintFeatureReference>, Nullable<Boolean>, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisiteFeaturesFromList(List<Blueprint<BlueprintFeatureReference>>, Nullable<Int32>, Nullable<Boolean>, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisiteMythicLevel(Int32, Nullable<Boolean>, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisiteNoArchetype(Blueprint<BlueprintArchetypeReference>, Blueprint<BlueprintCharacterClassReference>, Nullable<Boolean>, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisiteNoClassLevel(Blueprint<BlueprintCharacterClassReference>, Nullable<Boolean>, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisiteNoFeature(Blueprint<BlueprintFeatureReference>, Nullable<Boolean>, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisiteNotProficient(ArmorProficiencyGroup[], WeaponCategory[], Nullable<Boolean>, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisiteParametrizedSpellFeature(Blueprint<BlueprintFeatureReference>, Blueprint<BlueprintAbilityReference>, Nullable<Boolean>, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisiteParametrizedWeaponFeature(Blueprint<BlueprintFeatureReference>, WeaponCategory, Nullable<Boolean>, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisiteParametrizedSpellSchoolFeature(Blueprint<BlueprintFeatureReference>, SpellSchool, Nullable<Boolean>, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisiteParametrizedWeaponSubcategory(Blueprint<BlueprintFeatureReference>, WeaponSubCategory, Nullable<Boolean>, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisiteIsPet(Nullable<Boolean>, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisitePlayerHasFeature(Blueprint<BlueprintFeatureReference>, Nullable<Boolean>, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisiteProficiency(ArmorProficiencyGroup[], WeaponCategory[], Nullable<Boolean>, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisiteStatValue(StatType, Int32, Nullable<Boolean>, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddDeityDependencyClass(Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddHideClassIfPrerequisitesRequiredComponent(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddMythicClassArtComponent(AssetLink<SpriteLink>, AssetLink<SpriteLink>, AssetLink<SpriteLink>, AssetLink<SpriteLink>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, AssetLink<SpriteLink>, List<Blueprint<BlueprintPortraitReference>>, AssetLink<SpriteLink>, AssetLink<SpriteLink>, AssetLink<SpriteLink>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddMythicClassLockComponent(Mythic[], Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddSkipClassPhaseIfSelected(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddSkipLevelsForSpellProgression(Int32[], Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisiteCondition(Nullable<Boolean>, Condition, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>, LocalString)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisiteMainCharacter(Nullable<Boolean>, Nullable<Boolean>, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisitePet(Nullable<Boolean>, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<PetType>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisiteAnySpellsInSpellbook(Nullable<Boolean>, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, LocalString, Blueprint<BlueprintParametrizedFeatureReference>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisiteFullStatValue(Nullable<Boolean>, Nullable<Prerequisite.GroupType>, Nullable<Boolean>, Nullable<Boolean>, Nullable<StatType>, Nullable<Int32>)
BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.OnConfigureCompleted()
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>>, Type[])
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>>, Predicate<BlueprintComponent>)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddDlcCondition(Blueprint<BlueprintDlcRewardReference>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddBuffOnCorruptionClear(Blueprint<BlueprintBuffReference>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddIgnoreArmorGroupComponent(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPrerequisiteConditionForWeaponCategory(Condition, List<WeaponCategory>)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddDamageDecline(Nullable<DamageDeclineType>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPlayerLeaveCombatTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddTimerContextActions(ActionsBuilder, Nullable<Single>, Nullable<TimeSpan>, Nullable<Boolean>)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddCustomImmuneMessageComponent(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, GameLogMessage)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddInitiatorAttackRollTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponCategory>)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.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<BlueprintCharacterClass, CharacterClassConfigurator>.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<BlueprintCharacterClass, CharacterClassConfigurator>.AddTargetBeforeAttackRollTrigger(ActionsBuilder, ActionsBuilder, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<Boolean>, Nullable<SpellDescriptorWrapper>)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.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<BlueprintCharacterClass, CharacterClassConfigurator>.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<BlueprintCharacterClass, CharacterClassConfigurator>.AdditionalStatBonusOnAttackDamage(Nullable<Single>, Nullable<WeaponCategory>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<ConditionEnum>, Nullable<ConditionEnum>, Nullable<GripType>)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddAllAttacksEnhancement(Nullable<Int32>, Nullable<ModifierDescriptor>)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.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<BlueprintCharacterClass, CharacterClassConfigurator>.AddMarkUsableWhileCan(ConditionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddArmyBattleResultsTrigger(Nullable<RegionId>, Blueprint<BlueprintArmyLeaderReference>, List<Blueprint<BlueprintArmyPresetReference>>, Nullable<ArmyType>, Nullable<Boolean>, ActionsBuilder, ActionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddKingdomRegionClaimedTrigger(ActionsBuilder, List<Blueprint<BlueprintRegionReference>>)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddSettlementSiegeTrigger(ActionsBuilder, ActionsBuilder, ActionsBuilder, Blueprint<BlueprintGlobalMapPointReference>, Nullable<Boolean>)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddArmyUnitRecruitedTrigger(ActionsBuilder, Nullable<ArmyProperties>, List<Blueprint<BlueprintUnitReference>>, Nullable<Boolean>, Nullable<Boolean>, Nullable<MercenariesIncludeOption>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddLeaderRecruitedTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddSummonUnitsAfterArmyBattle(SummonUnitsAfterArmyBattle.SummonGroup[], Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddGarrisonDefeatedTrigger(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPlayerVisitGlobalMapLocationTrigger(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddOnIsleStateEnterTrigger(ActionsBuilder, IsleEvaluator, String)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddOnIsleStateExitTrigger(ActionsBuilder, IsleEvaluator, String)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddActivateTrigger(ActionsBuilder, Nullable<Boolean>, ConditionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddAreaDidLoadTrigger(ActionsBuilder, ConditionsBuilder)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddDeactivateTrigger(ActionsBuilder, ConditionsBuilder)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddDeviceInteractionTrigger(ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddEvaluatedUnitCombatTrigger(ActionsBuilder, Nullable<Boolean>, UnitEvaluator)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddEvaluatedUnitDeathTrigger(ActionsBuilder, Nullable<Boolean>, UnitEvaluator)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddEvaluatedUnitHealthTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Int32>, Nullable<Boolean>, UnitEvaluator)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddExperienceTrigger(ActionsBuilder, ConditionsBuilder, Nullable<Int32>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddGenericInteractionTrigger(ActionsBuilder, EntityReference, ActionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddItemInContainerTrigger(Blueprint<BlueprintItemReference>, MapObjectEvaluator, ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddLevelUpTrigger(ActionsBuilder, ConditionsBuilder, UnitEvaluator, Nullable<LevelUpTrigger.UnitEntryType>)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPartyInventoryTrigger(Blueprint<BlueprintItemReference>, ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddPerceptionTrigger(MapObjectEvaluator, ActionsBuilder, UnitEvaluator)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddRestTrigger(ActionsBuilder, ConditionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<RestResult>)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddScriptZoneTrigger(ActionsBuilder, ConditionsBuilder, ActionsBuilder, ConditionsBuilder, EntityReference, String)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddSpawnUnitTrigger(ActionsBuilder, Blueprint<BlueprintUnitReference>)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddSpellCastTrigger(ActionsBuilder, EntityReference, List<Blueprint<BlueprintAbilityReference>>)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddSummonPoolTrigger(ActionsBuilder, Nullable<SummonPoolTrigger.ChangeTypes>, ConditionsBuilder, Nullable<Int32>, Blueprint<BlueprintSummonPoolReference>)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddTimeOfDayChangedTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddUIEventTrigger(ActionsBuilder, ConditionsBuilder, Nullable<UIEventType>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddUnitHealthTrigger(ActionsBuilder, Nullable<Int32>, Blueprint<BlueprintUnitReference>)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddTrapTrigger(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, ActionsBuilder, ActionsBuilder, MapObjectEvaluator)
BaseBlueprintConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddVendorDealTrigger(ActionsBuilder, Nullable<VendorDealTrigger.DealType>, Blueprint<BlueprintItemReference>, UnitEvaluator)
RootConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.Logger
RootConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.Self
RootConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.Blueprint
RootConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.Configured
RootConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.ConfigureDelayedBlueprints()
RootConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.Configure(Boolean)
RootConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddComponent(BlueprintComponent)
RootConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddComponent<C>(Action<C>)
RootConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.AddUniqueComponent(BlueprintComponent, ComponentMerge, Action<BlueprintComponent, BlueprintComponent>)
RootConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.EditComponent<C>(Action<C>)
RootConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.EditComponents<C>(Action<C>, Func<C, Boolean>)
RootConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.RemoveComponents(Func<BlueprintComponent, Boolean>)
RootConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.OnConfigure(Action<BlueprintCharacterClass>[])
RootConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.OnConfigureInternal(Action<BlueprintCharacterClass>[])
RootConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>.Validate(Object)
Namespace: BlueprintCore.Blueprints.Configurators.Classes
Assembly: BlueprintCore.dll
Syntax
public class CharacterClassConfigurator : BaseCharacterClassConfigurator<BlueprintCharacterClass, CharacterClassConfigurator>
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.

Methods

| Improve this Doc View Source

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

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

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

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

Declaration
public CharacterClassConfigurator CopyFrom(Blueprint<BlueprintReference<BlueprintCharacterClass>> blueprint, params Type[] componentTypes)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.Classes.BlueprintCharacterClass>> 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
CharacterClassConfigurator
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

For(Blueprint<BlueprintReference<BlueprintCharacterClass>>)

Returns a configurator to modify the specified blueprint.

Declaration
public static CharacterClassConfigurator For(Blueprint<BlueprintReference<BlueprintCharacterClass>> blueprint)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.Classes.BlueprintCharacterClass>> blueprint
Returns
Type Description
CharacterClassConfigurator
Remarks

Use this to modify existing blueprints, such as blueprints from the base game.

If you're using WrathModificationTemplate blueprints defined in JSON already exist.

| Improve this Doc View Source

New(String, String)

Creates a new blueprint and returns a new configurator to modify it.

Declaration
public static CharacterClassConfigurator New(string name, string guid)
Parameters
Type Name Description
System.String name
System.String guid
Returns
Type Description
CharacterClassConfigurator
Remarks

After creating a blueprint with this method you can use either name or GUID to reference the blueprint in BlueprintCore API calls.

An implicit cast converts the string to Blueprint<TRef>, exposing the blueprint instance and its reference.

  • Improve this Doc
  • View Source
In This Article
Back to top Generated by DocFX