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Class BaseWeaponEnchantmentConfigurator<T, TBuilder>

Implements common fields and components for blueprints inheriting from Kingmaker.Blueprints.Items.Ecnchantments.BlueprintWeaponEnchantment.

Inheritance
System.Object
Configurator
RootConfigurator<T, TBuilder>
BaseBlueprintConfigurator<T, TBuilder>
BaseFactConfigurator<T, TBuilder>
BaseItemEnchantmentConfigurator<T, TBuilder>
BaseWeaponEnchantmentConfigurator<T, TBuilder>
WeaponEnchantmentConfigurator
Inherited Members
BaseItemEnchantmentConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintItemEnchantment>>, Type[])
BaseItemEnchantmentConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintItemEnchantment>>, Predicate<BlueprintComponent>)
BaseItemEnchantmentConfigurator<T, TBuilder>.SetAllowNonContextActions(Boolean)
BaseItemEnchantmentConfigurator<T, TBuilder>.SetEnchantName(LocalString)
BaseItemEnchantmentConfigurator<T, TBuilder>.ModifyEnchantName(Action<LocalizedString>)
BaseItemEnchantmentConfigurator<T, TBuilder>.SetDescription(LocalString)
BaseItemEnchantmentConfigurator<T, TBuilder>.ModifyDescription(Action<LocalizedString>)
BaseItemEnchantmentConfigurator<T, TBuilder>.SetPrefix(LocalString)
BaseItemEnchantmentConfigurator<T, TBuilder>.ModifyPrefix(Action<LocalizedString>)
BaseItemEnchantmentConfigurator<T, TBuilder>.SetSuffix(LocalString)
BaseItemEnchantmentConfigurator<T, TBuilder>.ModifySuffix(Action<LocalizedString>)
BaseItemEnchantmentConfigurator<T, TBuilder>.SetEnchantmentCost(Int32)
BaseItemEnchantmentConfigurator<T, TBuilder>.SetIdentifyDC(Int32)
BaseItemEnchantmentConfigurator<T, TBuilder>.SetHiddenInUI(Boolean)
BaseItemEnchantmentConfigurator<T, TBuilder>.AddContextRankConfig(ContextRankConfig)
BaseItemEnchantmentConfigurator<T, TBuilder>.AddOutgoingDamageTriggerFixed(AddOutgoingDamageTriggerFixed)
BaseItemEnchantmentConfigurator<T, TBuilder>.AddContextCalculateAbilityParams(ContextValue, Blueprint<BlueprintUnitPropertyReference>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<Boolean>, ContextValue, Nullable<StatType>, Nullable<Boolean>, Nullable<Boolean>)
BaseItemEnchantmentConfigurator<T, TBuilder>.AddContextCalculateAbilityParamsBasedOnClass(Blueprint<BlueprintCharacterClassReference>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<StatType>, Nullable<Boolean>)
BaseItemEnchantmentConfigurator<T, TBuilder>.AddContextCalculateSharedValue(Nullable<Double>, ContextDiceValue, Nullable<AbilitySharedValue>)
BaseItemEnchantmentConfigurator<T, TBuilder>.AddContextSetAbilityParams(Nullable<Boolean>, ContextValue, ContextValue, ContextValue, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, ContextValue)
BaseItemEnchantmentConfigurator<T, TBuilder>.AddAbilityDifficultyLimitDC(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseItemEnchantmentConfigurator<T, TBuilder>.AddACBonusAgainstFactOwnerEquipment(Nullable<Int32>, Blueprint<BlueprintFeatureReference>, Nullable<ModifierDescriptor>)
BaseItemEnchantmentConfigurator<T, TBuilder>.AddCasterLevelEquipment(Nullable<Int32>, Nullable<ModifierDescriptor>, Blueprint<BlueprintAbilityReference>)
BaseItemEnchantmentConfigurator<T, TBuilder>.AddConditionImmunityEquipment(Nullable<UnitCondition>)
BaseItemEnchantmentConfigurator<T, TBuilder>.AddSpellbookEquipment(Nullable<Int32>, Blueprint<BlueprintSpellbookReference>)
BaseItemEnchantmentConfigurator<T, TBuilder>.AddStatBonusEquipment(Nullable<ModifierDescriptor>, Nullable<StatType>, Nullable<Int32>)
BaseItemEnchantmentConfigurator<T, TBuilder>.AddStatBonusEquipmentUnlessEnchant(Blueprint<BlueprintItemEnchantmentReference>, Nullable<ModifierDescriptor>, Nullable<StatType>, Nullable<Int32>)
BaseItemEnchantmentConfigurator<T, TBuilder>.AddUnitFactEquipment(Blueprint<BlueprintUnitFactReference>)
BaseItemEnchantmentConfigurator<T, TBuilder>.AddUnitFeatureEquipment(Blueprint<BlueprintFeatureReference>)
BaseItemEnchantmentConfigurator<T, TBuilder>.AddAttackBonusAgainstFactOwnerEquipment(Nullable<Int32>, Blueprint<BlueprintFeatureReference>, Nullable<ModifierDescriptor>)
BaseItemEnchantmentConfigurator<T, TBuilder>.AddDamageBonusAgainstFactOwnerEquipment(Blueprint<BlueprintUnitFactReference>, Nullable<Int32>)
BaseItemEnchantmentConfigurator<T, TBuilder>.AddIgnoreResistanceForDamageFromEnchantment(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<IgnoreResistanceForDamageFromEnchantment.IgnoreType>)
BaseItemEnchantmentConfigurator<T, TBuilder>.AddIncreaseMaxStatEnchantment(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)
BaseItemEnchantmentConfigurator<T, TBuilder>.AddIncreaseStatEquipment(Nullable<ModifierDescriptor>, Nullable<StatType>, Nullable<Int32>)
BaseItemEnchantmentConfigurator<T, TBuilder>.AddMithralEnchantment()
BaseItemEnchantmentConfigurator<T, TBuilder>.AddPreventAbilityInterruption(List<Blueprint<BlueprintActivatableAbilityReference>>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseItemEnchantmentConfigurator<T, TBuilder>.AddWeaponTypeAttackEnchant(Nullable<Int32>, Nullable<ModifierDescriptor>, Blueprint<BlueprintWeaponTypeReference>)
BaseItemEnchantmentConfigurator<T, TBuilder>.OnConfigureCompleted()
BaseFactConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintFact>>, Type[])
BaseFactConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintFact>>, Predicate<BlueprintComponent>)
BaseFactConfigurator<T, TBuilder>.AddComponentsList(Blueprint<BlueprintComponentListReference>)
BaseFactConfigurator<T, TBuilder>.AddBuffActions(ActionsBuilder, ActionsBuilder, ActionsBuilder, ActionsBuilder)
BaseFactConfigurator<T, TBuilder>.AddFactContextActions(ActionsBuilder, ActionsBuilder, ActionsBuilder, ActionsBuilder)
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.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

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BaseWeaponEnchantmentConfigurator(Blueprint<BlueprintReference<T>>)

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

Methods

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AddIgnoreConcealmentAgainstFactOwner(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:

  • 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.

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
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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
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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:

  • 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.

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
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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
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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:

  • 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.

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
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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
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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:

  • 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.

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
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AddWeaponBuffOnConfirmedCritFixed(WeaponBuffOnConfirmedCritFixed)

Adds WeaponBuffOnConfirmedCritFixed

Declaration
public TBuilder AddWeaponBuffOnConfirmedCritFixed(WeaponBuffOnConfirmedCritFixed component)
Parameters
Type Name Description
WeaponBuffOnConfirmedCritFixed component
Returns
Type Description
TBuilder
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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:

  • 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.

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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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 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<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 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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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
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OnConfigureCompleted()

Declaration
protected override void OnConfigureCompleted()
Overrides
BlueprintCore.Blueprints.Configurators.Items.Ecnchantments.BaseItemEnchantmentConfigurator<T, TBuilder>.OnConfigureCompleted()
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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
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