Class BaseEquipmentEnchantmentConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators.Items.Ecnchantments
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseEquipmentEnchantmentConfigurator<T, TBuilder> : BaseItemEnchantmentConfigurator<T, TBuilder> where T : BlueprintEquipmentEnchantment where TBuilder : BaseEquipmentEnchantmentConfigurator<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. FeatureBlueprintFeature
. Configurators exist for all
blueprint types inheriting from Kingmaker.
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.
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 SourceBaseEquipmentEnchantmentConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseEquipmentEnchantmentConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker. |
blueprint |
Methods
| Improve this Doc View SourceAddAllSavesBonusEquipment(Nullable<ModifierDescriptor>, Nullable<Int32>)
Adds Kingmaker.
Declaration
public TBuilder AddAllSavesBonusEquipment(ModifierDescriptor? descriptor = null, int? value = null)
Parameters
Type | Name | Description |
---|---|---|
System. |
descriptor | |
System. |
value |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
ComponentName: Item Enchantments/Bonus to all saves
- BlackKnightCloakEnchantment1ad2e26850bfef7409199c2fa23e1fa3
- Resistance586748e27c9e3b414a97330ea74858994
- WhiteKnightCloakEnchantment6a37e931c20406e488be6250b5d79a44
AddEquipmentWeaponTypeDamageStatReplacement(Nullable<Boolean>, Nullable<WeaponCategory>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<StatType>)
Adds Kingmaker.
Declaration
public TBuilder AddEquipmentWeaponTypeDamageStatReplacement(bool? allNaturalAndUnarmed = null, WeaponCategory? category = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, bool? requiresFinesse = null, StatType? stat = null)
Parameters
Type | Name | Description |
---|---|---|
System. |
allNaturalAndUnarmed | |
System. |
category | |
System. |
merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
Component |
mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
System. |
requiresFinesse | |
System. |
stat |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
ComponentName: Weapon Damage Stat Replacement Increase
- UnarmedAgileEnchantment90316f5801dbe4748a66816a7c00380c
AddEquipmentWeaponTypeEnhancement(Nullable<Boolean>, Nullable<WeaponCategory>, Nullable<Int32>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.
Declaration
public TBuilder AddEquipmentWeaponTypeEnhancement(bool? allNaturalAndUnarmed = null, WeaponCategory? category = null, int? enhancement = null, bool? isStackable = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type | Name | Description |
---|---|---|
System. |
allNaturalAndUnarmed | |
System. |
category | |
System. |
enhancement | |
System. |
isStackable | |
System. |
merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
Component |
mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
ComponentName: Weapon Damage Stat Replacement Increase
- ClawEnhancement254f152bc1abbffa42a030ff300f03d5a
- MagicFangGreaterBuff463dc4ce7bd5f4451b244e148be45106c
- UnarmedEnhancement6c21b5879e8a7497408980ca0427c7f52
AddWeaponGroupAttackBonusEquipment(Nullable<Int32>, Nullable<ModifierDescriptor>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<WeaponFighterGroup>)
Adds Kingmaker.
Declaration
public TBuilder AddWeaponGroupAttackBonusEquipment(int? attackBonus = null, ModifierDescriptor? descriptor = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, WeaponFighterGroup? weaponGroup = null)
Parameters
Type | Name | Description |
---|---|---|
System. |
attackBonus | |
System. |
descriptor | |
System. |
merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
Component |
mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
System. |
weaponGroup |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
ComponentName: Weapon group attack bonus
- GamekeepersArmorEnchantLongbowe3017d807ffd5c3449dba82735b0ef56
AddWeaponGroupDamageBonusEquipment(Nullable<Int32>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<WeaponFighterGroup>)
Adds Kingmaker.
Declaration
public TBuilder AddWeaponGroupDamageBonusEquipment(int? attackBonus = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, WeaponFighterGroup? weaponGroup = null)
Parameters
Type | Name | Description |
---|---|---|
System. |
attackBonus | |
System. |
merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
Component |
mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
System. |
weaponGroup |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
ComponentName: Weapon group attack bonus
- GamekeepersArmorEnchantLongbowe3017d807ffd5c3449dba82735b0ef56
AddWeaponRangeTypeAttackBonusEquipment(Nullable<Int32>, Nullable<ModifierDescriptor>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<WeaponRangeType>)
Adds Kingmaker.
Declaration
public TBuilder AddWeaponRangeTypeAttackBonusEquipment(int? attackBonus = null, ModifierDescriptor? descriptor = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, WeaponRangeType? rangeType = null)
Parameters
Type | Name | Description |
---|---|---|
System. |
attackBonus | |
System. |
descriptor | |
System. |
merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
Component |
mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
System. |
rangeType |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- DeadlyRaysEnchantmentdcfc21064c91497aa58801d5b3f45733
- LethalConductorEnchantment77b4aea38f4bb874396d6c6c2cc9c4cf
- RingOfFirmTouchEnchantment78e1932653b0d5e4db01cbe87a55eb91
CopyFrom(Blueprint<BlueprintReference<BlueprintEquipmentEnchantment>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintEquipmentEnchantment>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker. |
blueprint | |
System. |
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<BlueprintEquipmentEnchantment>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintEquipmentEnchantment>> blueprint, params Type[] componentTypes)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker. |
blueprint | |
System. |
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();