Class BaseWeaponEnchantmentConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.Blueprints.Items.Ecnchantments.BlueprintWeaponEnchantment.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators.Items.Ecnchantments
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseWeaponEnchantmentConfigurator<T, TBuilder> : BaseItemEnchantmentConfigurator<T, TBuilder> where T : BlueprintWeaponEnchantment where TBuilder : BaseWeaponEnchantmentConfigurator<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 SourceBaseWeaponEnchantmentConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseWeaponEnchantmentConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint |
Methods
| Improve this Doc View SourceAddIgnoreConcealmentAgainstFactOwner(List<Blueprint<BlueprintUnitFactReference>>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>)
Adds Kingmaker.Designers.Mechanics.EquipmentEnchants.IgnoreConcealmentAgainstFactOwner
Declaration
public TBuilder AddIgnoreConcealmentAgainstFactOwner(List<Blueprint<BlueprintUnitFactReference>> facts = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, bool? not = null)
Parameters
Type | Name | Description |
---|---|---|
System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintUnitFactReference>> | facts | InfoBox: If target has at least one of the fact - ignore concealment Blueprint of type BlueprintUnitFact. You can pass in the blueprint using:
|
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
System.Nullable<System.Boolean> | not | InfoBox: If taget has at least one the the fact - DO NOT ignore concealment |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- Heartseekere252b26686ab66241afdf33f2adaead6
AddIgnoreTargetDREnchantment(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.Designers.Mechanics.EquipmentEnchants.IgnoreTargetDREnchantment
Declaration
public TBuilder AddIgnoreTargetDREnchantment(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- Heartseekere252b26686ab66241afdf33f2adaead6
- TheBlitzCutEnchantmentNew2c1a6294591b48ba86540a9d813a3edd
AddImproveEnhancmentIfHasEnchantment(List<Blueprint<BlueprintItemEnchantmentReference>>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.Designers.Mechanics.EquipmentEnchants.ImproveEnhancmentIfHasEnchantment
Declaration
public TBuilder AddImproveEnhancmentIfHasEnchantment(List<Blueprint<BlueprintItemEnchantmentReference>> enchantments = null, bool? isStackable = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type | Name | Description |
---|---|---|
System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintItemEnchantmentReference>> | enchantments | Blueprint of type BlueprintItemEnchantment. You can pass in the blueprint using:
|
System.Nullable<System.Boolean> | isStackable | |
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- ReekingHeartOfArcaneEnchantment5cd1d37cfb12488d8b03a16c096cc5be
AddIncreaseWeaponEnhancementBonusOnTargetFocus(ContextValue, Nullable<Int32>, Nullable<UnitReference>, Nullable<Boolean>, ContextValue, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.Designers.Mechanics.Facts.IncreaseWeaponEnhancementBonusOnTargetFocus
Declaration
public TBuilder AddIncreaseWeaponEnhancementBonusOnTargetFocus(ContextValue bonusIncrementValue = null, int? currentEnhancementBonus = null, UnitReference? focusingTarget = null, bool? isStackable = null, ContextValue maximumTotalEnhancementBonus = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.UnitLogic.Mechanics.ContextValue | bonusIncrementValue | |
System.Nullable<System.Int32> | currentEnhancementBonus | |
System.Nullable<Kingmaker.EntitySystem.Entities.UnitReference> | focusingTarget | |
System.Nullable<System.Boolean> | isStackable | |
Kingmaker.UnitLogic.Mechanics.ContextValue | maximumTotalEnhancementBonus | |
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- Furyborn091e2f6b2fad84a45ae76b8aac3c55c3
- HopeCrusherEnchantment58a9830abcfb7b74492126fc52a8baf7
AddMissAgainstFactOwner(List<Blueprint<BlueprintUnitFactReference>>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.Designers.Mechanics.Facts.MissAgainstFactOwner
Declaration
public TBuilder AddMissAgainstFactOwner(List<Blueprint<BlueprintUnitFactReference>> facts = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type | Name | Description |
---|---|---|
System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintUnitFactReference>> | facts | Blueprint of type BlueprintUnitFact. You can pass in the blueprint using:
|
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
ComponentName: Attacks ignore fact owners
- BrilliantEnergy66e9e299c9002ea4bb65b6f300e43770
AddWeaponAlignment(Nullable<DamageAlignment>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.Designers.Mechanics.Facts.WeaponAlignment
Declaration
public TBuilder AddWeaponAlignment(DamageAlignment? alignment = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type | Name | Description |
---|---|---|
System.Nullable<Kingmaker.Enums.Damage.DamageAlignment> | alignment | |
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- ChaoticAligned5781c3a3255f5be4a9f94c6faf0ac0c3
- GoodAligned326da486cd9077242a0e25df7eb7cd78
- LawfulAligned76c7f6e9f0618a64fa21905687e36133
AddWeaponBuffOnAttack(Blueprint<BlueprintBuffReference>, Nullable<Rounds>, AssetLink<PrefabLink>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.Designers.Mechanics.Facts.WeaponBuffOnAttack
Declaration
public TBuilder AddWeaponBuffOnAttack(Blueprint<BlueprintBuffReference> buff = null, Rounds? duration = null, AssetLink<PrefabLink> fx = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintBuffReference> | buff | Blueprint of type BlueprintBuff. You can pass in the blueprint using:
|
System.Nullable<Kingmaker.Utility.Rounds> | duration | |
AssetLink<Kingmaker.ResourceLinks.PrefabLink> | fx | You can pass in the animation using a PrefabLink or it's AssetId. |
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
ComponentName: Buff on attacks
- NaturesWrathEnchantmentafa5d47f05724ac43a4dc19e5ecbd150
AddWeaponBuffOnConfirmedCritFixed(WeaponBuffOnConfirmedCritFixed)
Declaration
public TBuilder AddWeaponBuffOnConfirmedCritFixed(WeaponBuffOnConfirmedCritFixed component)
Parameters
Type | Name | Description |
---|---|---|
WeaponBuffOnConfirmedCritFixed | component |
Returns
Type | Description |
---|---|
TBuilder |
AddWeaponConditionalDamageDice(Nullable<Boolean>, ConditionsBuilder, DamageDescription, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.Designers.Mechanics.Facts.WeaponConditionalDamageDice
Declaration
public TBuilder AddWeaponConditionalDamageDice(bool? checkWielder = null, ConditionsBuilder conditions = null, DamageDescription damage = null, bool? isBane = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type | Name | Description |
---|---|---|
System.Nullable<System.Boolean> | checkWielder | |
ConditionsBuilder | conditions | |
Kingmaker.RuleSystem.Rules.Damage.DamageDescription | damage | |
System.Nullable<System.Boolean> | isBane | |
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
ComponentName: Weapon Bonus Damage Conditional
- AdditionalPiercingDamage5a6bac93089d3ec449f316d22826c5f4
- BaneUndeadeebb4d3f20b8caa43af1fed8f2773328
- WoundBearerNegative1d67f727c7023be4854babc44d3ee756d31
AddWeaponConditionalEnhancementBonus(Nullable<Boolean>, ConditionsBuilder, Nullable<Int32>, Nullable<Boolean>)
Adds Kingmaker.Designers.Mechanics.Facts.WeaponConditionalEnhancementBonus
Declaration
public TBuilder AddWeaponConditionalEnhancementBonus(bool? checkWielder = null, ConditionsBuilder conditions = null, int? enhancementBonus = null, bool? isBane = null)
Parameters
Type | Name | Description |
---|---|---|
System.Nullable<System.Boolean> | checkWielder | |
ConditionsBuilder | conditions | |
System.Nullable<System.Int32> | enhancementBonus | |
System.Nullable<System.Boolean> | isBane |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
ComponentName: Weapon Conditional Enhancement Bonus
- AgainstHelplessPlus22fa378b52d997da4e814af3c48d88d35
- BaneOutsiderEvil20ba9055c6ae1e44ca270c03feacc53b
- SingingEdgeEnchantmenta3a40379e5950cf408d4bcf375072d26
AddWeaponCritAutoconfirmAgainstAlignment(Nullable<AlignmentComponent>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.Designers.Mechanics.Facts.WeaponCritAutoconfirmAgainstAlignment
Declaration
public TBuilder AddWeaponCritAutoconfirmAgainstAlignment(AlignmentComponent? enemyAlignment = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type | Name | Description |
---|---|---|
System.Nullable<Kingmaker.Enums.AlignmentComponent> | enemyAlignment | |
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- CritAutoconfirmAgainstEvil8c381459747746341be72f7fa0112e10
- CrossbowOfJudgementEvilEnchantmentfaa140906bc385e43bf4ecf2f6267c76
- GreatswordSunSwordWeaponEnchantment41cbbcfcde784ddb9987660f57587742
AddWeaponCritAutoconfirmAgainstSize(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Size>)
Adds Kingmaker.Designers.Mechanics.Facts.WeaponCritAutoconfirmAgainstSize
Declaration
public TBuilder AddWeaponCritAutoconfirmAgainstSize(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, Size? size = null)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
System.Nullable<Kingmaker.Enums.Size> | size |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- DLC3_ButcheringGreataxeEnchantment47cd9bd112c24d4e9b0a4400bcdee6e2
AddWeaponCriticalConfirmationBonus(Nullable<Int32>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, ContextValue)
Adds Kingmaker.Designers.Mechanics.WeaponEnchants.WeaponCriticalConfirmationBonus
Declaration
public TBuilder AddWeaponCriticalConfirmationBonus(int? additionalBonus = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, ContextValue value = null)
Parameters
Type | Name | Description |
---|---|---|
System.Nullable<System.Int32> | additionalBonus | |
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
Kingmaker.UnitLogic.Mechanics.ContextValue | value |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
ComponentName: Weapon Critical Confirmation Bonus
- DeadlyTollEnchantment86d9df91e8a31b046bdab6a9fa90209e
AddWeaponCriticalEdgeIncrease(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.Designers.Mechanics.WeaponEnchants.WeaponCriticalEdgeIncrease
Declaration
public TBuilder AddWeaponCriticalEdgeIncrease(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
ComponentName: Weapon Critical Edge Increase
- DLC3_DefacerWarhammerEnchantmentc3b2c58b5e794064b09c6b59308d301f
- LightningArrowsQuiverEnchantmentd0cab2c642c912245a5c35821db45d0e
- RovagugRelicScorpionEnchantment08dfd84c0a80dfb48924a5f3800bbd2d
AddWeaponCriticalEdgeStackable(Nullable<Int32>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.Designers.Mechanics.WeaponEnchants.WeaponCriticalEdgeStackable
Declaration
public TBuilder AddWeaponCriticalEdgeStackable(int? bonus = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type | Name | Description |
---|---|---|
System.Nullable<System.Int32> | bonus | |
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
ComponentName: Weapon Critical Edge Increase
- ArcaneEnforcerEnchantmentc61988ac4121223468471c301da4709f
- ImpendingDemiseEnchantment0b6a0abc29774cffb56170d0f3ae2f8b
- VanquisherEnchantment0b245c8943990304da76d2058d635787
AddWeaponCriticalMultiplierIncrease(Nullable<Int32>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.Designers.Mechanics.WeaponEnchants.WeaponCriticalMultiplierIncrease
Declaration
public TBuilder AddWeaponCriticalMultiplierIncrease(int? additionalMultiplier = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type | Name | Description |
---|---|---|
System.Nullable<System.Int32> | additionalMultiplier | |
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
ComponentName: Weapon Critical Edge Increase
- AssassinsEdgeEnchantment3bd1ae7c49dbf58489437f13f5d16ac5
- DLC4_ShifterMythicDemonBoss_cutsceneb3d2581373294a92b330b07493e613fb
- RustedDawnEnchantment6c73603b691801e42ba82850cc96f85e
AddWeaponDamageAgainstAlignment(Nullable<DamageEnergyType>, Nullable<AlignmentComponent>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, ContextDiceValue, Nullable<DamageAlignment>)
Adds Kingmaker.Designers.Mechanics.Facts.WeaponDamageAgainstAlignment
Declaration
public TBuilder AddWeaponDamageAgainstAlignment(DamageEnergyType? damageType = null, AlignmentComponent? enemyAlignment = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, ContextDiceValue value = null, DamageAlignment? weaponAlignment = null)
Parameters
Type | Name | Description |
---|---|---|
System.Nullable<Kingmaker.Enums.Damage.DamageEnergyType> | damageType | |
System.Nullable<Kingmaker.Enums.AlignmentComponent> | enemyAlignment | |
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
Kingmaker.UnitLogic.Mechanics.ContextDiceValue | value | |
System.Nullable<Kingmaker.Enums.Damage.DamageAlignment> | weaponAlignment |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- Anarchic57315bc1e1f62a741be0efde688087e9
- DLC3_ShadowBalorFX9abd18bca8394dc18b17318481e06933
- Unholyd05753b8df780fc4bb55b318f06af453
AddWeaponDamageMultiplierStatReplacement(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Single>, Nullable<StatType>)
Adds Kingmaker.Designers.Mechanics.WeaponEnchants.WeaponDamageMultiplierStatReplacement
Declaration
public TBuilder AddWeaponDamageMultiplierStatReplacement(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, float? multiplier = null, StatType? stat = null)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
System.Nullable<System.Single> | multiplier | |
System.Nullable<Kingmaker.EntitySystem.Stats.StatType> | stat |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
ComponentName: Weapon Damage Multiplier and Stat Replacement
- RockThrowStrength2a0859c4984fd2e428f9edb79c97d753
- StrengthCompositec3209eb058d471548928a200d70765e0
- StrengthThrownc4d213911e9616949937e1520c80aaf3
AddWeaponDamageStatReplacement(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<StatType>)
Adds Kingmaker.Designers.Mechanics.WeaponEnchants.WeaponDamageStatReplacement
Declaration
public TBuilder AddWeaponDamageStatReplacement(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, bool? requiresFinesse = null, StatType? stat = null)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
System.Nullable<System.Boolean> | requiresFinesse | |
System.Nullable<Kingmaker.EntitySystem.Stats.StatType> | stat |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
ComponentName: Weapon Damage Stat Replacement Increase
- Agilea36ad92c51789b44fa8a1c5c116a1328
- MapPlaningBardicheEnchantment47f2aca64ba035c44bf00b23aa2882ec
AddWeaponDebuffOnAttack(Blueprint<BlueprintBuffReference>, Nullable<Int32>, Nullable<Rounds>, AssetLink<PrefabLink>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<SavingThrowType>)
Adds Kingmaker.Designers.Mechanics.Facts.WeaponDebuffOnAttack
Declaration
public TBuilder AddWeaponDebuffOnAttack(Blueprint<BlueprintBuffReference> buff = null, int? dC = null, Rounds? duration = null, AssetLink<PrefabLink> fx = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, SavingThrowType? saveType = null)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintBuffReference> | buff | Blueprint of type BlueprintBuff. You can pass in the blueprint using:
|
System.Nullable<System.Int32> | dC | |
System.Nullable<Kingmaker.Utility.Rounds> | duration | |
AssetLink<Kingmaker.ResourceLinks.PrefabLink> | fx | You can pass in the animation using a PrefabLink or it's AssetId. |
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
System.Nullable<Kingmaker.EntitySystem.Stats.SavingThrowType> | saveType |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
ComponentName: Debuff on attacks
- DeadlyGraceEnchantf674d7c3fd9f70b429c321ad84e4c116
AddWeaponEnergyBurst(Nullable<DiceType>, Nullable<DamageEnergyType>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.Designers.Mechanics.Facts.WeaponEnergyBurst
Declaration
public TBuilder AddWeaponEnergyBurst(DiceType? dice = null, DamageEnergyType? element = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type | Name | Description |
---|---|---|
System.Nullable<Kingmaker.RuleSystem.DiceType> | dice | |
System.Nullable<Kingmaker.Enums.Damage.DamageEnergyType> | element | |
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
ComponentName: Weapon Energy Dice Bonus
- CorrosiveBurst0cf34703e67e37b40905845ca14b1380
- FlamingBurst3f032a3cd54e57649a0cdad0434bf221
- WeaponBondFlamingBurstEnchantb166fefa25b04b40a840fc5461e4feb5
AddWeaponEnergyDamageDice(Nullable<DamageEnergyType>, Nullable<DiceFormula>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.Designers.Mechanics.Facts.WeaponEnergyDamageDice
Declaration
public TBuilder AddWeaponEnergyDamageDice(DamageEnergyType? element = null, DiceFormula? energyDamageDice = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type | Name | Description |
---|---|---|
System.Nullable<Kingmaker.Enums.Damage.DamageEnergyType> | element | |
System.Nullable<Kingmaker.RuleSystem.DiceFormula> | energyDamageDice | |
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
ComponentName: Weapon Energy Dice Bonus
- BloodthirstNegative3d6f79f6fc9e5ab7da4daf93d665e4935bf
- IcyBurst564a6924b246d254c920a7c44bf2a58b
- WeatherBlessingElectroDamagef3524fb5e96e44f58f6a771bb943efae
AddWeaponEnhancementBonus(Nullable<Int32>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>)
Adds Kingmaker.Designers.Mechanics.Facts.WeaponEnhancementBonus
Declaration
public TBuilder AddWeaponEnhancementBonus(int? enhancementBonus = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, bool? stack = null)
Parameters
Type | Name | Description |
---|---|---|
System.Nullable<System.Int32> | enhancementBonus | |
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
System.Nullable<System.Boolean> | stack |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
ComponentName: Weapon Enhancement Bonus
- Enhancement1d42fc23b92c640846ac137dc26e000d4
- Enhancement8b337af3a2c2a46d0bd0683e983f9d94e
- TemporaryEnhancement5746ee366e50611146821d61e391edf16
AddWeaponExtraAttack(Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>, Nullable<Boolean>)
Adds Kingmaker.Designers.Mechanics.Facts.WeaponExtraAttack
Declaration
public TBuilder AddWeaponExtraAttack(bool? haste = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, int? number = null, bool? penalized = null)
Parameters
Type | Name | Description |
---|---|---|
System.Nullable<System.Boolean> | haste | |
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
System.Nullable<System.Int32> | number | |
System.Nullable<System.Boolean> | penalized |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
ComponentName: Extra attack with this weapon
- HastyEradicatorEnchantmentd4c1935c3ee176941879db1604c2a035
- QuickbladeEnchant1e428c24d94987c4cb20e38bfbf4e164
- UltrasoundArrowsQuiverEnchantmenta57a3d4669722794688f1ed4270b20ba
AddWeaponMagic(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.Designers.Mechanics.Facts.WeaponMagic
Declaration
public TBuilder AddWeaponMagic(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- MagicWeapon631cb72d11015374987c161a2451a1cf
AddWeaponMasterwork(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.Designers.Mechanics.Facts.WeaponMasterwork
Declaration
public TBuilder AddWeaponMasterwork(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
ComponentName: Masterwork Weapon
- Masterwork6b38844e2bffbac48b63036b66e735be
AddWeaponMaterial(Nullable<PhysicalDamageMaterial>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.Designers.Mechanics.Facts.WeaponMaterial
Declaration
public TBuilder AddWeaponMaterial(PhysicalDamageMaterial? material = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type | Name | Description |
---|---|---|
System.Nullable<Kingmaker.Enums.Damage.PhysicalDamageMaterial> | material | |
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- AdamantineWeaponEnchantmentab39e7d59dd12f4429ffef5dca88dc7b
- MithralWeaponEnchantment0ae8fc9f2e255584faf4d14835224875
- SilverWeaponEnchantment9012b1095c9645e0a6152f673fc07d0a
AddWeaponOversized(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.Designers.Mechanics.WeaponEnchants.WeaponOversized
Declaration
public TBuilder AddWeaponOversized(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
ComponentName: Masterwork is Oversized
- Oversizedd8e1ebc1062d8cc42abff78783856b0d
AddWeaponReality(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<DamageRealityType>)
Adds Kingmaker.Designers.Mechanics.Facts.WeaponReality
Declaration
public TBuilder AddWeaponReality(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, DamageRealityType? reality = null)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
System.Nullable<Kingmaker.Enums.Damage.DamageRealityType> | reality |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- GhostTouch47857e1a5a3ec1a46adf6491b1423b4f
- GreatswordSunSwordWeaponEnchantment41cbbcfcde784ddb9987660f57587742
CopyFrom(Blueprint<BlueprintReference<BlueprintWeaponEnchantment>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintWeaponEnchantment>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.Items.Ecnchantments.BlueprintWeaponEnchantment>> | 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<BlueprintWeaponEnchantment>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintWeaponEnchantment>> blueprint, params Type[] componentTypes)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.Items.Ecnchantments.BlueprintWeaponEnchantment>> | 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();
ModifyWeaponFxPrefab(Action<PrefabLink>)
Modifies Kingmaker.Blueprints.Items.Ecnchantments.BlueprintWeaponEnchantment.WeaponFxPrefab by invoking the provided action.
Declaration
public TBuilder ModifyWeaponFxPrefab(Action<PrefabLink> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.ResourceLinks.PrefabLink> | action |
Returns
Type | Description |
---|---|
TBuilder |
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()
Overrides
SetWeaponFxPrefab(AssetLink<PrefabLink>)
Sets the value of Kingmaker.Blueprints.Items.Ecnchantments.BlueprintWeaponEnchantment.WeaponFxPrefab
Declaration
public TBuilder SetWeaponFxPrefab(AssetLink<PrefabLink> weaponFxPrefab)
Parameters
Type | Name | Description |
---|---|---|
AssetLink<Kingmaker.ResourceLinks.PrefabLink> | weaponFxPrefab | You can pass in the animation using a PrefabLink or it's AssetId. |
Returns
Type | Description |
---|---|
TBuilder |