Class BaseFactConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.Blueprints.Facts.BlueprintFact.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators.Facts
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseFactConfigurator<T, TBuilder> : BaseBlueprintConfigurator<T, TBuilder> where T : BlueprintFact where TBuilder : BaseFactConfigurator<T, TBuilder>
  Type Parameters
| Name | Description | 
|---|---|
| T | |
| TBuilder | 
Remarks
Each supported blueprint type has a corresponding Configurator class to create and modify blueprints of
that type, e.g. FeatureConfigurator supports BlueprintFeature. Configurators exist for all
blueprint types inheriting from Kingmaker.Blueprints.BlueprintScriptableObject, excluding any that are not used in the
base game.
Creating a Blueprint
Use New(string, string) to create a blueprint:
FeatureConfigurator.New(MyBlueprintName, MyBlueprintGuid)
Once New() is called the blueprint is added to the game library and can be referenced.
Using the Configurator
New() returns a configurator with methods to set or modify blueprint fields and add or modify
Kingmaker.Blueprints.BlueprintComponent:
FeatureConfigurator.New(MyBlueprintName, MyBlueprintGuid).AddToGroups(FeatureGroup.Feat).AddPrerequisiteAlignment(AlignmentMaskType.LawfulGood).Configure();
Each method call returns the configurator allowing you to chain calls. Nothing is modified on the blueprint until
Configure() is called, at which point the changes are applied and validated. Potential problems with the
blueprint are logged as warnings.
Modifying an Existing Blueprint
Use For(Blueprint) to modify existing blueprints:
CharacterClassConfigurator.For(WizardClassGuid)
Usage is otherwise identical to creating a new blueprint.
For more information see Using BlueprintCore.
Constructors
| Improve this Doc View SourceBaseFactConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseFactConfigurator(Blueprint<BlueprintReference<T>> blueprint)
  Parameters
| Type | Name | Description | 
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint | 
Methods
| Improve this Doc View SourceAddBuffActions(ActionsBuilder, ActionsBuilder, ActionsBuilder, ActionsBuilder)
Declaration
public TBuilder AddBuffActions(ActionsBuilder activated = null, ActionsBuilder deactivated = null, ActionsBuilder dispose = null, ActionsBuilder newRound = null)
  Parameters
| Type | Name | Description | 
|---|---|---|
| ActionsBuilder | activated | |
| ActionsBuilder | deactivated | |
| ActionsBuilder | dispose | InfoBox: Срабатывает, когда бафф снимают совсем, а не просто подавляют или выключают на время.  | 
      
| ActionsBuilder | newRound | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
Remarks
- AngelSwordSpeedOfLightBuff58d3b0b98ce4f9346b3c1fb4c7dbc9bf
 - DLC4_UlbrigGriffonGodPowerSurge1e3f23e0a1c844aea0b982d2afca5a41
 - ThatWhoBathesInBloodBuffIgnorec24d590b030d41bdb43488a287699964
 
AddComponentsList(Blueprint<BlueprintComponentListReference>)
Adds Kingmaker.Blueprints.ComponentsList
Declaration
public TBuilder AddComponentsList(Blueprint<BlueprintComponentListReference> list = null)
  Parameters
| Type | Name | Description | 
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintComponentListReference> | list | Blueprint of type BlueprintComponentList. You can pass in the blueprint using: 
  | 
      
Returns
| Type | Description | 
|---|---|
| TBuilder | 
Remarks
- GibberingSwarmCaved663f351f18b27846a30970a635a73fa
 - LostChapel2183cc056a7b5d647ad475c8bc6c2074
 - Wintersun_Default87839550c801db944b102f61084fd245
 
AddFactContextActions(ActionsBuilder, ActionsBuilder, ActionsBuilder, ActionsBuilder)
Declaration
public TBuilder AddFactContextActions(ActionsBuilder activated = null, ActionsBuilder deactivated = null, ActionsBuilder dispose = null, ActionsBuilder newRound = null)
  Parameters
| Type | Name | Description | 
|---|---|---|
| ActionsBuilder | activated | |
| ActionsBuilder | deactivated | |
| ActionsBuilder | dispose | InfoBox: Срабатывает, когда бафф снимают совсем, а не просто подавляют или выключают на время.  | 
      
| ActionsBuilder | newRound | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
Remarks
- 1_FirstStage_AcidBuff6afe27c9a2d64eb890673ff3649dacb3
 - HellsDecreeAbilityWalkingOnCoalsCountBuff5d04d0ce39ff419e909b33389002d23f
 - ZonKuthonScarHalfHPTriggerBuffb5eb1d0094f744889ca22bb4cfc1e648
 
CopyFrom(Blueprint<BlueprintReference<BlueprintFact>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintFact>> blueprint, Predicate<BlueprintComponent> componentMatcher)
  Parameters
| Type | Name | Description | 
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.Facts.BlueprintFact>> | blueprint | |
| System.Predicate<Kingmaker.Blueprints.BlueprintComponent> | componentMatcher | Any components in   | 
      
Returns
| Type | Description | 
|---|---|
| TBuilder | 
Remarks
NOT A DEEP COPY. This means objects copied are shared between blueprints. Changes to copied objects affect both blueprints.
Recommended when you need to create a nearly identical ability but change some parts such as a
ContextRankConfig.
// Copy the Undead Bloodline's Incorporeal Form ability, replacing the duration w/ Character Level rounds
AbilityConfigurator.New(NewIncorporealForm, Guids.NewIncorporealForm)
  .CopyFrom(
    AbilityRefs.BloodlineUndeadIncorporealFormAbility,
    typeof(AbilityEffectRunAction),
    typeof(AbilityResourceLogic),
    typeof(SpellComponent))
  .AddContextRankConfig(ContextRankConfigs.CharacterLevel())
  .Configure();
CopyFrom(Blueprint<BlueprintReference<BlueprintFact>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintFact>> blueprint, params Type[] componentTypes)
  Parameters
| Type | Name | Description | 
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.Facts.BlueprintFact>> | blueprint | |
| System.Type[] | componentTypes | Any components in   | 
      
Returns
| Type | Description | 
|---|---|
| TBuilder | 
Remarks
NOT A DEEP COPY. This means objects copied are shared between blueprints. Changes to copied objects affect both blueprints.
Recommended when you need to create a nearly identical ability but change some parts such as a
ContextRankConfig.
// Copy the Undead Bloodline's Incorporeal Form ability, replacing the duration w/ Character Level rounds
AbilityConfigurator.New(NewIncorporealForm, Guids.NewIncorporealForm)
  .CopyFrom(
    AbilityRefs.BloodlineUndeadIncorporealFormAbility,
    typeof(AbilityEffectRunAction),
    typeof(AbilityResourceLogic),
    typeof(SpellComponent))
  .AddContextRankConfig(ContextRankConfigs.CharacterLevel())
  .Configure();