Class DlcRewardConfigurator
Configurator for Kingmaker.DLC.BlueprintDlcReward.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators.DLC
Assembly: BlueprintCore.dll
Syntax
public class DlcRewardConfigurator : BaseDlcRewardConfigurator<BlueprintDlcReward, DlcRewardConfigurator>
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 SourceCopyFrom(Blueprint<BlueprintReference<BlueprintDlcReward>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public DlcRewardConfigurator CopyFrom(Blueprint<BlueprintReference<BlueprintDlcReward>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.DLC.BlueprintDlcReward>> | blueprint | |
System.Predicate<Kingmaker.Blueprints.BlueprintComponent> | componentMatcher | Any components in |
Returns
Type | Description |
---|---|
DlcRewardConfigurator |
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<BlueprintDlcReward>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public DlcRewardConfigurator CopyFrom(Blueprint<BlueprintReference<BlueprintDlcReward>> blueprint, params Type[] componentTypes)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.DLC.BlueprintDlcReward>> | blueprint | |
System.Type[] | componentTypes | Any components in |
Returns
Type | Description |
---|---|
DlcRewardConfigurator |
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();
For(Blueprint<BlueprintReference<BlueprintDlcReward>>)
Returns a configurator to modify the specified blueprint.
Declaration
public static DlcRewardConfigurator For(Blueprint<BlueprintReference<BlueprintDlcReward>> blueprint)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.DLC.BlueprintDlcReward>> | blueprint |
Returns
Type | Description |
---|---|
DlcRewardConfigurator |
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.
New(String, String)
Creates a new blueprint and returns a new configurator to modify it.
Declaration
public static DlcRewardConfigurator New(string name, string guid)
Parameters
Type | Name | Description |
---|---|---|
System.String | name | |
System.String | guid |
Returns
Type | Description |
---|---|
DlcRewardConfigurator |
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.