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Class BaseCueConfigurator<T, TBuilder>

Implements common fields and components for blueprints inheriting from Kingmaker.DialogSystem.Blueprints.BlueprintCue.

Inheritance
System.Object
Configurator
RootConfigurator<T, TBuilder>
BaseBlueprintConfigurator<T, TBuilder>
BaseCueBaseConfigurator<T, TBuilder>
BaseCueConfigurator<T, TBuilder>
CueConfigurator
Inherited Members
BaseCueBaseConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintCueBase>>, Type[])
BaseCueBaseConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintCueBase>>, Predicate<BlueprintComponent>)
BaseCueBaseConfigurator<T, TBuilder>.SetShowOnce(Boolean)
BaseCueBaseConfigurator<T, TBuilder>.SetShowOnceCurrentDialog(Boolean)
BaseCueBaseConfigurator<T, TBuilder>.SetConditions(ConditionsBuilder)
BaseCueBaseConfigurator<T, TBuilder>.ModifyConditions(Action<ConditionsChecker>)
BaseCueBaseConfigurator<T, TBuilder>.OnConfigureCompleted()
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.DialogSystem
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseCueConfigurator<T, TBuilder> : BaseCueBaseConfigurator<T, TBuilder> where T : BlueprintCue where TBuilder : BaseCueConfigurator<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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BaseCueConfigurator(Blueprint<BlueprintReference<T>>)

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

Methods

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AddToAnswers(Blueprint<BlueprintAnswerBaseReference>[])

Adds to the contents of Kingmaker.DialogSystem.Blueprints.BlueprintCue.Answers

Declaration
public TBuilder AddToAnswers(params Blueprint<BlueprintAnswerBaseReference>[] answers)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintAnswerBaseReference>[] answers

Blueprint of type BlueprintAnswerBase. You can pass in the blueprint using:

  • A blueprint instance
  • A blueprint reference
  • A blueprint id as a string, Guid, or BlueprintGuid
  • A blueprint name registered with BlueprintTool
See Blueprint for more details.

Returns
Type Description
TBuilder
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ClearAnswers()

Removes all elements from Kingmaker.DialogSystem.Blueprints.BlueprintCue.Answers

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

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

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

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

Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintCue>> blueprint, params Type[] componentTypes)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.DialogSystem.Blueprints.BlueprintCue>> 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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ModifyAlignmentShift(Action<AlignmentShift>)

Modifies Kingmaker.DialogSystem.Blueprints.BlueprintCue.AlignmentShift by invoking the provided action.

Declaration
public TBuilder ModifyAlignmentShift(Action<AlignmentShift> action)
Parameters
Type Name Description
System.Action<Kingmaker.UnitLogic.Alignments.AlignmentShift> action
Returns
Type Description
TBuilder
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ModifyAnswers(Action<BlueprintAnswerBaseReference>)

Modifies Kingmaker.DialogSystem.Blueprints.BlueprintCue.Answers by invoking the provided action on each element.

Declaration
public TBuilder ModifyAnswers(Action<BlueprintAnswerBaseReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintAnswerBaseReference> action
Returns
Type Description
TBuilder
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ModifyContinueValue(Action<CueSelection>)

Modifies Kingmaker.DialogSystem.Blueprints.BlueprintCue.Continue by invoking the provided action.

Declaration
public TBuilder ModifyContinueValue(Action<CueSelection> action)
Parameters
Type Name Description
System.Action<Kingmaker.DialogSystem.CueSelection> action
Returns
Type Description
TBuilder
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ModifyListener(Action<BlueprintUnitReference>)

Modifies Kingmaker.DialogSystem.Blueprints.BlueprintCue.m_Listener by invoking the provided action.

Declaration
public TBuilder ModifyListener(Action<BlueprintUnitReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintUnitReference> action
Returns
Type Description
TBuilder
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ModifyOnShow(Action<ActionList>)

Modifies Kingmaker.DialogSystem.Blueprints.BlueprintCue.OnShow by invoking the provided action.

Declaration
public TBuilder ModifyOnShow(Action<ActionList> action)
Parameters
Type Name Description
System.Action<Kingmaker.ElementsSystem.ActionList> action
Returns
Type Description
TBuilder
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ModifyOnStop(Action<ActionList>)

Modifies Kingmaker.DialogSystem.Blueprints.BlueprintCue.OnStop by invoking the provided action.

Declaration
public TBuilder ModifyOnStop(Action<ActionList> action)
Parameters
Type Name Description
System.Action<Kingmaker.ElementsSystem.ActionList> action
Returns
Type Description
TBuilder
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ModifySpeaker(Action<DialogSpeaker>)

Modifies Kingmaker.DialogSystem.Blueprints.BlueprintCue.Speaker by invoking the provided action.

Declaration
public TBuilder ModifySpeaker(Action<DialogSpeaker> action)
Parameters
Type Name Description
System.Action<Kingmaker.DialogSystem.DialogSpeaker> action
Returns
Type Description
TBuilder
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ModifyText(Action<LocalizedString>)

Modifies Kingmaker.DialogSystem.Blueprints.BlueprintCue.Text by invoking the provided action.

Declaration
public TBuilder ModifyText(Action<LocalizedString> action)
Parameters
Type Name Description
System.Action<Kingmaker.Localization.LocalizedString> action
Returns
Type Description
TBuilder
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OnConfigureCompleted()

Declaration
protected override void OnConfigureCompleted()
Overrides
BlueprintCore.Blueprints.Configurators.DialogSystem.BaseCueBaseConfigurator<T, TBuilder>.OnConfigureCompleted()
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RemoveFromAnswers(Blueprint<BlueprintAnswerBaseReference>[])

Removes elements from Kingmaker.DialogSystem.Blueprints.BlueprintCue.Answers

Declaration
public TBuilder RemoveFromAnswers(params Blueprint<BlueprintAnswerBaseReference>[] answers)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintAnswerBaseReference>[] answers

Blueprint of type BlueprintAnswerBase. You can pass in the blueprint using:

  • A blueprint instance
  • A blueprint reference
  • A blueprint id as a string, Guid, or BlueprintGuid
  • A blueprint name registered with BlueprintTool
See Blueprint for more details.

Returns
Type Description
TBuilder
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RemoveFromAnswers(Func<BlueprintAnswerBaseReference, Boolean>)

Removes elements from Kingmaker.DialogSystem.Blueprints.BlueprintCue.Answers that match the provided predicate.

Declaration
public TBuilder RemoveFromAnswers(Func<BlueprintAnswerBaseReference, bool> predicate)
Parameters
Type Name Description
System.Func<Kingmaker.Blueprints.BlueprintAnswerBaseReference, System.Boolean> predicate
Returns
Type Description
TBuilder
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SetAlignmentShift(AlignmentShift)

Sets the value of Kingmaker.DialogSystem.Blueprints.BlueprintCue.AlignmentShift

Declaration
public TBuilder SetAlignmentShift(AlignmentShift alignmentShift)
Parameters
Type Name Description
Kingmaker.UnitLogic.Alignments.AlignmentShift alignmentShift
Returns
Type Description
TBuilder
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SetAnimation(DialogAnimation)

Sets the value of Kingmaker.DialogSystem.Blueprints.BlueprintCue.Animation

Declaration
public TBuilder SetAnimation(DialogAnimation animation)
Parameters
Type Name Description
Kingmaker.DialogSystem.Blueprints.DialogAnimation animation
Returns
Type Description
TBuilder
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SetAnswers(Blueprint<BlueprintAnswerBaseReference>[])

Sets the value of Kingmaker.DialogSystem.Blueprints.BlueprintCue.Answers

Declaration
public TBuilder SetAnswers(params Blueprint<BlueprintAnswerBaseReference>[] answers)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintAnswerBaseReference>[] answers

Blueprint of type BlueprintAnswerBase. You can pass in the blueprint using:

  • A blueprint instance
  • A blueprint reference
  • A blueprint id as a string, Guid, or BlueprintGuid
  • A blueprint name registered with BlueprintTool
See Blueprint for more details.

Returns
Type Description
TBuilder
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SetContinueValue(CueSelection)

Sets the value of Kingmaker.DialogSystem.Blueprints.BlueprintCue.Continue

Declaration
public TBuilder SetContinueValue(CueSelection continueValue)
Parameters
Type Name Description
Kingmaker.DialogSystem.CueSelection continueValue

Create using CueSelections

Returns
Type Description
TBuilder
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SetExperience(DialogExperience)

Sets the value of Kingmaker.DialogSystem.Blueprints.BlueprintCue.Experience

Declaration
public TBuilder SetExperience(DialogExperience experience)
Parameters
Type Name Description
Kingmaker.DialogSystem.DialogExperience experience
Returns
Type Description
TBuilder
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SetListener(Blueprint<BlueprintUnitReference>)

Sets the value of Kingmaker.DialogSystem.Blueprints.BlueprintCue.m_Listener

Declaration
public TBuilder SetListener(Blueprint<BlueprintUnitReference> listener)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintUnitReference> listener

Tooltip: Listener portrait (main character by default)

Blueprint of type BlueprintUnit. You can pass in the blueprint using:

  • A blueprint instance
  • A blueprint reference
  • A blueprint id as a string, Guid, or BlueprintGuid
  • A blueprint name registered with BlueprintTool
See Blueprint for more details.

Returns
Type Description
TBuilder
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SetOnShow(ActionsBuilder)

Sets the value of Kingmaker.DialogSystem.Blueprints.BlueprintCue.OnShow

Declaration
public TBuilder SetOnShow(ActionsBuilder onShow)
Parameters
Type Name Description
ActionsBuilder onShow
Returns
Type Description
TBuilder
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SetOnStop(ActionsBuilder)

Sets the value of Kingmaker.DialogSystem.Blueprints.BlueprintCue.OnStop

Declaration
public TBuilder SetOnStop(ActionsBuilder onStop)
Parameters
Type Name Description
ActionsBuilder onStop
Returns
Type Description
TBuilder
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SetSpeaker(DialogSpeaker)

Sets the value of Kingmaker.DialogSystem.Blueprints.BlueprintCue.Speaker

Declaration
public TBuilder SetSpeaker(DialogSpeaker speaker)
Parameters
Type Name Description
Kingmaker.DialogSystem.DialogSpeaker speaker

Create using DialogSpeakers

Returns
Type Description
TBuilder
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SetText(LocalString)

Sets the value of Kingmaker.DialogSystem.Blueprints.BlueprintCue.Text

Declaration
public TBuilder SetText(LocalString text)
Parameters
Type Name Description
LocalString text

You can pass in the string using a LocalizedString or the Key to a LocalizedString.

Returns
Type Description
TBuilder
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SetTurnSpeaker(Boolean)

Sets the value of Kingmaker.DialogSystem.Blueprints.BlueprintCue.TurnSpeaker

Declaration
public TBuilder SetTurnSpeaker(bool turnSpeaker = true)
Parameters
Type Name Description
System.Boolean turnSpeaker
Returns
Type Description
TBuilder
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In This Article
  • Constructors
    • BaseCueConfigurator(Blueprint<BlueprintReference<T>>)
  • Methods
    • AddToAnswers(Blueprint<BlueprintAnswerBaseReference>[])
    • ClearAnswers()
    • CopyFrom(Blueprint<BlueprintReference<BlueprintCue>>, Predicate<BlueprintComponent>)
    • CopyFrom(Blueprint<BlueprintReference<BlueprintCue>>, Type[])
    • ModifyAlignmentShift(Action<AlignmentShift>)
    • ModifyAnswers(Action<BlueprintAnswerBaseReference>)
    • ModifyContinueValue(Action<CueSelection>)
    • ModifyListener(Action<BlueprintUnitReference>)
    • ModifyOnShow(Action<ActionList>)
    • ModifyOnStop(Action<ActionList>)
    • ModifySpeaker(Action<DialogSpeaker>)
    • ModifyText(Action<LocalizedString>)
    • OnConfigureCompleted()
    • RemoveFromAnswers(Blueprint<BlueprintAnswerBaseReference>[])
    • RemoveFromAnswers(Func<BlueprintAnswerBaseReference, Boolean>)
    • SetAlignmentShift(AlignmentShift)
    • SetAnimation(DialogAnimation)
    • SetAnswers(Blueprint<BlueprintAnswerBaseReference>[])
    • SetContinueValue(CueSelection)
    • SetExperience(DialogExperience)
    • SetListener(Blueprint<BlueprintUnitReference>)
    • SetOnShow(ActionsBuilder)
    • SetOnStop(ActionsBuilder)
    • SetSpeaker(DialogSpeaker)
    • SetText(LocalString)
    • SetTurnSpeaker(Boolean)
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