Class BaseItemEquipmentUsableConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.Blueprints.Items.Equipment.BlueprintItemEquipmentUsable.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators.Items.Equipment
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseItemEquipmentUsableConfigurator<T, TBuilder> : BaseItemEquipmentConfigurator<T, TBuilder> where T : BlueprintItemEquipmentUsable where TBuilder : BaseItemEquipmentUsableConfigurator<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 SourceBaseItemEquipmentUsableConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseItemEquipmentUsableConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint |
Methods
| Improve this Doc View SourceAddToEnchantments(Blueprint<BlueprintEquipmentEnchantmentReference>[])
Adds to the contents of Kingmaker.Blueprints.Items.Equipment.BlueprintItemEquipmentUsable.m_Enchantments
Declaration
public TBuilder AddToEnchantments(params Blueprint<BlueprintEquipmentEnchantmentReference>[] enchantments)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintEquipmentEnchantmentReference>[] | enchantments | Blueprint of type BlueprintEquipmentEnchantment. You can pass in the blueprint using:
|
Returns
| Type | Description |
|---|---|
| TBuilder |
ClearEnchantments()
Removes all elements from Kingmaker.Blueprints.Items.Equipment.BlueprintItemEquipmentUsable.m_Enchantments
Declaration
public TBuilder ClearEnchantments()
Returns
| Type | Description |
|---|---|
| TBuilder |
CopyFrom(Blueprint<BlueprintReference<BlueprintItemEquipmentUsable>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintItemEquipmentUsable>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.Items.Equipment.BlueprintItemEquipmentUsable>> | 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<BlueprintItemEquipmentUsable>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintItemEquipmentUsable>> blueprint, params Type[] componentTypes)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.Items.Equipment.BlueprintItemEquipmentUsable>> | 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();
ModifyBeltItemPrefab(Action<PrefabLink>)
Modifies Kingmaker.Blueprints.Items.Equipment.BlueprintItemEquipmentUsable.m_BeltItemPrefab by invoking the provided action.
Declaration
public TBuilder ModifyBeltItemPrefab(Action<PrefabLink> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.ResourceLinks.PrefabLink> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifyEnchantments(Action<BlueprintEquipmentEnchantmentReference>)
Modifies Kingmaker.Blueprints.Items.Equipment.BlueprintItemEquipmentUsable.m_Enchantments by invoking the provided action on each element.
Declaration
public TBuilder ModifyEnchantments(Action<BlueprintEquipmentEnchantmentReference> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.Blueprints.BlueprintEquipmentEnchantmentReference> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifyInventoryEquipSound(Action<String>)
Modifies Kingmaker.Blueprints.Items.Equipment.BlueprintItemEquipmentUsable.m_InventoryEquipSound by invoking the provided action.
Declaration
public TBuilder ModifyInventoryEquipSound(Action<string> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<System.String> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()
Overrides
RemoveFromEnchantments(Blueprint<BlueprintEquipmentEnchantmentReference>[])
Removes elements from Kingmaker.Blueprints.Items.Equipment.BlueprintItemEquipmentUsable.m_Enchantments
Declaration
public TBuilder RemoveFromEnchantments(params Blueprint<BlueprintEquipmentEnchantmentReference>[] enchantments)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintEquipmentEnchantmentReference>[] | enchantments | Blueprint of type BlueprintEquipmentEnchantment. You can pass in the blueprint using:
|
Returns
| Type | Description |
|---|---|
| TBuilder |
RemoveFromEnchantments(Func<BlueprintEquipmentEnchantmentReference, Boolean>)
Removes elements from Kingmaker.Blueprints.Items.Equipment.BlueprintItemEquipmentUsable.m_Enchantments that match the provided predicate.
Declaration
public TBuilder RemoveFromEnchantments(Func<BlueprintEquipmentEnchantmentReference, bool> predicate)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Func<Kingmaker.Blueprints.BlueprintEquipmentEnchantmentReference, System.Boolean> | predicate |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetBeltItemPrefab(AssetLink<PrefabLink>)
Sets the value of Kingmaker.Blueprints.Items.Equipment.BlueprintItemEquipmentUsable.m_BeltItemPrefab
Declaration
public TBuilder SetBeltItemPrefab(AssetLink<PrefabLink> beltItemPrefab)
Parameters
| Type | Name | Description |
|---|---|---|
| AssetLink<Kingmaker.ResourceLinks.PrefabLink> | beltItemPrefab | You can pass in the animation using a PrefabLink or it's AssetId. |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetEnchantments(Blueprint<BlueprintEquipmentEnchantmentReference>[])
Sets the value of Kingmaker.Blueprints.Items.Equipment.BlueprintItemEquipmentUsable.m_Enchantments
Declaration
public TBuilder SetEnchantments(params Blueprint<BlueprintEquipmentEnchantmentReference>[] enchantments)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintEquipmentEnchantmentReference>[] | enchantments | Blueprint of type BlueprintEquipmentEnchantment. You can pass in the blueprint using:
|
Returns
| Type | Description |
|---|---|
| TBuilder |
SetIdentifyDC(Int32)
Sets the value of Kingmaker.Blueprints.Items.Equipment.BlueprintItemEquipmentUsable.m_IdentifyDC
Declaration
public TBuilder SetIdentifyDC(int identifyDC)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Int32 | identifyDC |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetInventoryEquipSound(String)
Sets the value of Kingmaker.Blueprints.Items.Equipment.BlueprintItemEquipmentUsable.m_InventoryEquipSound
Declaration
public TBuilder SetInventoryEquipSound(string inventoryEquipSound)
Parameters
| Type | Name | Description |
|---|---|---|
| System.String | inventoryEquipSound |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetIsCostZero(Boolean)
Sets the value of Kingmaker.Blueprints.Items.Equipment.BlueprintItemEquipmentUsable.m_IsCostZero
Declaration
public TBuilder SetIsCostZero(bool isCostZero = true)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Boolean | isCostZero | InfoBox: If his checkbox is set, the Cost will be considered 0 and won't be recalculated. |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetType(UsableItemType)
Sets the value of Kingmaker.Blueprints.Items.Equipment.BlueprintItemEquipmentUsable.Type
Declaration
public TBuilder SetType(UsableItemType type)
Parameters
| Type | Name | Description |
|---|---|---|
| Kingmaker.Blueprints.Items.Equipment.UsableItemType | type | InfoBox: If the Cost property is set to 0, it'll be recalculated using formula (Caster Level) * (Spell Level) * (Charges) * X, where X is a type-dependent constant. |
Returns
| Type | Description |
|---|---|
| TBuilder |