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Class BaseArmyRootConfigurator<T, TBuilder>

Implements common fields and components for blueprints inheriting from Kingmaker.Kingdom.Blueprints.ArmyRoot.

Inheritance
System.Object
Configurator
RootConfigurator<T, TBuilder>
BaseBlueprintConfigurator<T, TBuilder>
BaseArmyRootConfigurator<T, TBuilder>
ArmyRootConfigurator
Inherited Members
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.Kingdom
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseArmyRootConfigurator<T, TBuilder> : BaseBlueprintConfigurator<T, TBuilder> where T : ArmyRoot where TBuilder : BaseArmyRootConfigurator<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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BaseArmyRootConfigurator(Blueprint<BlueprintReference<T>>)

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

Methods

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AddToTravelingArmiesByChapter(ArmyRoot.ChapterSpawnInfo[])

Adds to the contents of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_TravelingArmiesByChapter

Declaration
public TBuilder AddToTravelingArmiesByChapter(params ArmyRoot.ChapterSpawnInfo[] travelingArmiesByChapter)
Parameters
Type Name Description
Kingmaker.Kingdom.Blueprints.ArmyRoot.ChapterSpawnInfo[] travelingArmiesByChapter
Returns
Type Description
TBuilder
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ClearTravelingArmiesByChapter()

Removes all elements from Kingmaker.Kingdom.Blueprints.ArmyRoot.m_TravelingArmiesByChapter

Declaration
public TBuilder ClearTravelingArmiesByChapter()
Returns
Type Description
TBuilder
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CopyFrom(Blueprint<BlueprintReference<ArmyRoot>>, Predicate<BlueprintComponent>)

Copies fields and components of the specified types from the blueprint.

Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<ArmyRoot>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Kingdom.Blueprints.ArmyRoot>> 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<ArmyRoot>>, Type[])

Copies fields and components of the specified types from the blueprint.

Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<ArmyRoot>> blueprint, params Type[] componentTypes)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Kingdom.Blueprints.ArmyRoot>> 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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ModifyArmyStrings(Action<ArmyStrings>)

Modifies Kingmaker.Kingdom.Blueprints.ArmyRoot.m_ArmyStrings by invoking the provided action.

Declaration
public TBuilder ModifyArmyStrings(Action<ArmyStrings> action)
Parameters
Type Name Description
System.Action<Kingmaker.Kingdom.Blueprints.ArmyStrings> action
Returns
Type Description
TBuilder
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ModifyMercenaryDefaultCountFormula(Action<DiceFormula>)

Modifies Kingmaker.Kingdom.Blueprints.ArmyRoot.m_MercenaryDefaultCountFormula by invoking the provided action.

Declaration
public TBuilder ModifyMercenaryDefaultCountFormula(Action<DiceFormula> action)
Parameters
Type Name Description
System.Action<Kingmaker.RuleSystem.DiceFormula> action
Returns
Type Description
TBuilder
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ModifyNobilityArmyStrengthProgression(Action<BlueprintStatProgressionReference>)

Modifies Kingmaker.Kingdom.Blueprints.ArmyRoot.m_NobilityArmyStrengthProgression by invoking the provided action.

Declaration
public TBuilder ModifyNobilityArmyStrengthProgression(Action<BlueprintStatProgressionReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintStatProgressionReference> action
Returns
Type Description
TBuilder
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ModifyNobilityBuildingsProgression(Action<BlueprintStatProgressionReference>)

Modifies Kingmaker.Kingdom.Blueprints.ArmyRoot.m_NobilityBuildingsProgression by invoking the provided action.

Declaration
public TBuilder ModifyNobilityBuildingsProgression(Action<BlueprintStatProgressionReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintStatProgressionReference> action
Returns
Type Description
TBuilder
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ModifyNobilityIncomeProgression(Action<BlueprintStatProgressionReference>)

Modifies Kingmaker.Kingdom.Blueprints.ArmyRoot.m_NobilityIncomeProgression by invoking the provided action.

Declaration
public TBuilder ModifyNobilityIncomeProgression(Action<BlueprintStatProgressionReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintStatProgressionReference> action
Returns
Type Description
TBuilder
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ModifyNobilityPresetReward(Action<BlueprintArmyPresetReference>)

Modifies Kingmaker.Kingdom.Blueprints.ArmyRoot.m_NobilityPresetReward by invoking the provided action.

Declaration
public TBuilder ModifyNobilityPresetReward(Action<BlueprintArmyPresetReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintArmyPresetReference> action
Returns
Type Description
TBuilder
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ModifyNobilitySettlementsProgression(Action<BlueprintStatProgressionReference>)

Modifies Kingmaker.Kingdom.Blueprints.ArmyRoot.m_NobilitySettlementsProgression by invoking the provided action.

Declaration
public TBuilder ModifyNobilitySettlementsProgression(Action<BlueprintStatProgressionReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintStatProgressionReference> action
Returns
Type Description
TBuilder
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ModifyRerollStartPrice(Action<KingdomResourcesAmount>)

Modifies Kingmaker.Kingdom.Blueprints.ArmyRoot.m_RerollStartPrice by invoking the provided action.

Declaration
public TBuilder ModifyRerollStartPrice(Action<KingdomResourcesAmount> action)
Parameters
Type Name Description
System.Action<Kingmaker.Kingdom.KingdomResourcesAmount> action
Returns
Type Description
TBuilder
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ModifyResourceIcon(Action<ArmyRoot.ResourceIcons>)

Modifies Kingmaker.Kingdom.Blueprints.ArmyRoot.ResourceIcon by invoking the provided action.

Declaration
public TBuilder ModifyResourceIcon(Action<ArmyRoot.ResourceIcons> action)
Parameters
Type Name Description
System.Action<Kingmaker.Kingdom.Blueprints.ArmyRoot.ResourceIcons> action
Returns
Type Description
TBuilder
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ModifyRoyalCourtLeadersProgression(Action<BlueprintStatProgressionReference>)

Modifies Kingmaker.Kingdom.Blueprints.ArmyRoot.m_RoyalCourtLeadersProgression by invoking the provided action.

Declaration
public TBuilder ModifyRoyalCourtLeadersProgression(Action<BlueprintStatProgressionReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintStatProgressionReference> action
Returns
Type Description
TBuilder
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ModifyRoyalCourtMissionProgressionChapter2(Action<BlueprintStatProgressionReference>)

Modifies Kingmaker.Kingdom.Blueprints.ArmyRoot.m_RoyalCourtMissionProgressionChapter2 by invoking the provided action.

Declaration
public TBuilder ModifyRoyalCourtMissionProgressionChapter2(Action<BlueprintStatProgressionReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintStatProgressionReference> action
Returns
Type Description
TBuilder
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ModifyRoyalCourtMissionProgressionChapter3(Action<BlueprintStatProgressionReference>)

Modifies Kingmaker.Kingdom.Blueprints.ArmyRoot.m_RoyalCourtMissionProgressionChapter3 by invoking the provided action.

Declaration
public TBuilder ModifyRoyalCourtMissionProgressionChapter3(Action<BlueprintStatProgressionReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintStatProgressionReference> action
Returns
Type Description
TBuilder
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ModifyRoyalCourtRanksProgression(Action<BlueprintStatProgressionReference>)

Modifies Kingmaker.Kingdom.Blueprints.ArmyRoot.m_RoyalCourtRanksProgression by invoking the provided action.

Declaration
public TBuilder ModifyRoyalCourtRanksProgression(Action<BlueprintStatProgressionReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintStatProgressionReference> action
Returns
Type Description
TBuilder
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ModifySummonArmiesMap(Action<BlueprintGlobalMapReference>)

Modifies Kingmaker.Kingdom.Blueprints.ArmyRoot.m_SummonArmiesMap by invoking the provided action.

Declaration
public TBuilder ModifySummonArmiesMap(Action<BlueprintGlobalMapReference> action)
Parameters
Type Name Description
System.Action<Kingmaker.Blueprints.BlueprintGlobalMapReference> action
Returns
Type Description
TBuilder
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ModifyTravelingArmiesByChapter(Action<ArmyRoot.ChapterSpawnInfo>)

Modifies Kingmaker.Kingdom.Blueprints.ArmyRoot.m_TravelingArmiesByChapter by invoking the provided action on each element.

Declaration
public TBuilder ModifyTravelingArmiesByChapter(Action<ArmyRoot.ChapterSpawnInfo> action)
Parameters
Type Name Description
System.Action<Kingmaker.Kingdom.Blueprints.ArmyRoot.ChapterSpawnInfo> action
Returns
Type Description
TBuilder
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OnConfigureCompleted()

Declaration
protected override void OnConfigureCompleted()
Overrides
BlueprintCore.Blueprints.CustomConfigurators.RootConfigurator<T, TBuilder>.OnConfigureCompleted()
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RemoveFromTravelingArmiesByChapter(ArmyRoot.ChapterSpawnInfo[])

Removes elements from Kingmaker.Kingdom.Blueprints.ArmyRoot.m_TravelingArmiesByChapter

Declaration
public TBuilder RemoveFromTravelingArmiesByChapter(params ArmyRoot.ChapterSpawnInfo[] travelingArmiesByChapter)
Parameters
Type Name Description
Kingmaker.Kingdom.Blueprints.ArmyRoot.ChapterSpawnInfo[] travelingArmiesByChapter
Returns
Type Description
TBuilder
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RemoveFromTravelingArmiesByChapter(Func<ArmyRoot.ChapterSpawnInfo, Boolean>)

Removes elements from Kingmaker.Kingdom.Blueprints.ArmyRoot.m_TravelingArmiesByChapter that match the provided predicate.

Declaration
public TBuilder RemoveFromTravelingArmiesByChapter(Func<ArmyRoot.ChapterSpawnInfo, bool> predicate)
Parameters
Type Name Description
System.Func<Kingmaker.Kingdom.Blueprints.ArmyRoot.ChapterSpawnInfo, System.Boolean> predicate
Returns
Type Description
TBuilder
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SetArmyDangerBonus(Int32)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_ArmyDangerBonus

Declaration
public TBuilder SetArmyDangerBonus(int armyDangerBonus)
Parameters
Type Name Description
System.Int32 armyDangerBonus

InfoBox: Danger rating = ((Army squads experience) + ArmyDangerBonus) * ArmyDangerMultiplier

Returns
Type Description
TBuilder
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SetArmyDangerMultiplier(Single)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_ArmyDangerMultiplier

Declaration
public TBuilder SetArmyDangerMultiplier(float armyDangerMultiplier)
Parameters
Type Name Description
System.Single armyDangerMultiplier
Returns
Type Description
TBuilder
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SetArmyStrings(ArmyStrings)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_ArmyStrings

Declaration
public TBuilder SetArmyStrings(ArmyStrings armyStrings)
Parameters
Type Name Description
Kingmaker.Kingdom.Blueprints.ArmyStrings armyStrings
Returns
Type Description
TBuilder
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SetDismissCompensationCoefficient(Single)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_DismissCompensationCoefficient

Declaration
public TBuilder SetDismissCompensationCoefficient(float dismissCompensationCoefficient)
Parameters
Type Name Description
System.Single dismissCompensationCoefficient

InfoBox: Exp_Converted = Exp_Dismissed * DismissCompensationCoefficient

Returns
Type Description
TBuilder
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SetExperienceFavorsCoef(Single)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_ExperienceFavorsCoef

Declaration
public TBuilder SetExperienceFavorsCoef(float experienceFavorsCoef)
Parameters
Type Name Description
System.Single experienceFavorsCoef
Returns
Type Description
TBuilder
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SetExperienceFinancesCoef(Single)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_ExperienceFinancesCoef

Declaration
public TBuilder SetExperienceFinancesCoef(float experienceFinancesCoef)
Parameters
Type Name Description
System.Single experienceFinancesCoef

InfoBox: Experience and value formula: finances * ExperienceFinancesCoef + materials * ExperienceMaterialsCoef + favors * ExperienceFavorsCoef

Returns
Type Description
TBuilder
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SetExperienceMaterialsCoef(Single)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_ExperienceMaterialsCoef

Declaration
public TBuilder SetExperienceMaterialsCoef(float experienceMaterialsCoef)
Parameters
Type Name Description
System.Single experienceMaterialsCoef
Returns
Type Description
TBuilder
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SetMaxTravelingArmiesOnMap(Int32)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_MaxTravelingArmiesOnMap

Declaration
public TBuilder SetMaxTravelingArmiesOnMap(int maxTravelingArmiesOnMap)
Parameters
Type Name Description
System.Int32 maxTravelingArmiesOnMap
Returns
Type Description
TBuilder
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SetMercenaryDefaultCountBonus(Int32)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_MercenaryDefaultCountBonus

Declaration
public TBuilder SetMercenaryDefaultCountBonus(int mercenaryDefaultCountBonus)
Parameters
Type Name Description
System.Int32 mercenaryDefaultCountBonus
Returns
Type Description
TBuilder
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SetMercenaryDefaultCountDivider(Single)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_MercenaryDefaultCountDivider

Declaration
public TBuilder SetMercenaryDefaultCountDivider(float mercenaryDefaultCountDivider)
Parameters
Type Name Description
System.Single mercenaryDefaultCountDivider

InfoBox: Growth Formula: slot size = MercenariesBaseGrowths * (MercenaryDefaultCountBonus + MercenaryDefaultCountFormula / MercenaryDefaultCountDivider)

Returns
Type Description
TBuilder
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SetMercenaryDefaultCountFormula(DiceFormula)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_MercenaryDefaultCountFormula

Declaration
public TBuilder SetMercenaryDefaultCountFormula(DiceFormula mercenaryDefaultCountFormula)
Parameters
Type Name Description
Kingmaker.RuleSystem.DiceFormula mercenaryDefaultCountFormula
Returns
Type Description
TBuilder
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SetMercenaryFormulaMoraleCap(Int32)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_MercenaryFormulaMoraleCap

Declaration
public TBuilder SetMercenaryFormulaMoraleCap(int mercenaryFormulaMoraleCap)
Parameters
Type Name Description
System.Int32 mercenaryFormulaMoraleCap
Returns
Type Description
TBuilder
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SetMercenaryFreeRerollsStart(Int32)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_MercenaryFreeRerollsStart

Declaration
public TBuilder SetMercenaryFreeRerollsStart(int mercenaryFreeRerollsStart)
Parameters
Type Name Description
System.Int32 mercenaryFreeRerollsStart
Returns
Type Description
TBuilder
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SetMercenaryPriceMoraleModifierCoefficient(Single)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_MercenaryPriceMoraleModifierCoefficient

Declaration
public TBuilder SetMercenaryPriceMoraleModifierCoefficient(float mercenaryPriceMoraleModifierCoefficient)
Parameters
Type Name Description
System.Single mercenaryPriceMoraleModifierCoefficient

InfoBox: ResultCost = ResultCost * (1 + (MercenaryFormulaMoraleCap - Min(CurrentMorale + MoraleMaxValue, MercenaryFormulaMoraleCap)) / MercenaryPriceMoraleModifierCoefficient)

Returns
Type Description
TBuilder
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SetMercenaryStartSlots(Int32)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_MercenaryStartSlots

Declaration
public TBuilder SetMercenaryStartSlots(int mercenaryStartSlots)
Parameters
Type Name Description
System.Int32 mercenaryStartSlots
Returns
Type Description
TBuilder
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SetNobilityArmyStrengthProgression(Blueprint<BlueprintStatProgressionReference>)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_NobilityArmyStrengthProgression

Declaration
public TBuilder SetNobilityArmyStrengthProgression(Blueprint<BlueprintStatProgressionReference> nobilityArmyStrengthProgression)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintStatProgressionReference> nobilityArmyStrengthProgression

Blueprint of type BlueprintStatProgression. 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.

Returns
Type Description
TBuilder
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SetNobilityBuildingsProgression(Blueprint<BlueprintStatProgressionReference>)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_NobilityBuildingsProgression

Declaration
public TBuilder SetNobilityBuildingsProgression(Blueprint<BlueprintStatProgressionReference> nobilityBuildingsProgression)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintStatProgressionReference> nobilityBuildingsProgression

Blueprint of type BlueprintStatProgression. 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.

Returns
Type Description
TBuilder
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SetNobilityIncomeProgression(Blueprint<BlueprintStatProgressionReference>)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_NobilityIncomeProgression

Declaration
public TBuilder SetNobilityIncomeProgression(Blueprint<BlueprintStatProgressionReference> nobilityIncomeProgression)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintStatProgressionReference> nobilityIncomeProgression

Blueprint of type BlueprintStatProgression. 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.

Returns
Type Description
TBuilder
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SetNobilityPresetReward(Blueprint<BlueprintArmyPresetReference>)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_NobilityPresetReward

Declaration
public TBuilder SetNobilityPresetReward(Blueprint<BlueprintArmyPresetReference> nobilityPresetReward)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintArmyPresetReference> nobilityPresetReward

Blueprint of type BlueprintArmyPreset. 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.

Returns
Type Description
TBuilder
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SetNobilitySettlementsProgression(Blueprint<BlueprintStatProgressionReference>)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_NobilitySettlementsProgression

Declaration
public TBuilder SetNobilitySettlementsProgression(Blueprint<BlueprintStatProgressionReference> nobilitySettlementsProgression)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintStatProgressionReference> nobilitySettlementsProgression

Blueprint of type BlueprintStatProgression. 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.

Returns
Type Description
TBuilder
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SetOverpricedMercenaryCountMultiplier(Single)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_OverpricedMercenaryCountMultiplier

Declaration
public TBuilder SetOverpricedMercenaryCountMultiplier(float overpricedMercenaryCountMultiplier)
Parameters
Type Name Description
System.Single overpricedMercenaryCountMultiplier
Returns
Type Description
TBuilder
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SetOverpricedMercenaryPriceMultiplier(Single)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_OverpricedMercenaryPriceMultiplier

Declaration
public TBuilder SetOverpricedMercenaryPriceMultiplier(float overpricedMercenaryPriceMultiplier)
Parameters
Type Name Description
System.Single overpricedMercenaryPriceMultiplier
Returns
Type Description
TBuilder
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SetRerollStartPrice(KingdomResourcesAmount)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_RerollStartPrice

Declaration
public TBuilder SetRerollStartPrice(KingdomResourcesAmount rerollStartPrice)
Parameters
Type Name Description
Kingmaker.Kingdom.KingdomResourcesAmount rerollStartPrice
Returns
Type Description
TBuilder
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SetResourceIcon(ArmyRoot.ResourceIcons)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.ResourceIcon

Declaration
public TBuilder SetResourceIcon(ArmyRoot.ResourceIcons resourceIcon)
Parameters
Type Name Description
Kingmaker.Kingdom.Blueprints.ArmyRoot.ResourceIcons resourceIcon
Returns
Type Description
TBuilder
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SetRoyalCourtLeadersProgression(Blueprint<BlueprintStatProgressionReference>)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_RoyalCourtLeadersProgression

Declaration
public TBuilder SetRoyalCourtLeadersProgression(Blueprint<BlueprintStatProgressionReference> royalCourtLeadersProgression)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintStatProgressionReference> royalCourtLeadersProgression

Blueprint of type BlueprintStatProgression. 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.

Returns
Type Description
TBuilder
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SetRoyalCourtMissionProgressionChapter2(Blueprint<BlueprintStatProgressionReference>)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_RoyalCourtMissionProgressionChapter2

Declaration
public TBuilder SetRoyalCourtMissionProgressionChapter2(Blueprint<BlueprintStatProgressionReference> royalCourtMissionProgressionChapter2)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintStatProgressionReference> royalCourtMissionProgressionChapter2

Blueprint of type BlueprintStatProgression. 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.

Returns
Type Description
TBuilder
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SetRoyalCourtMissionProgressionChapter3(Blueprint<BlueprintStatProgressionReference>)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_RoyalCourtMissionProgressionChapter3

Declaration
public TBuilder SetRoyalCourtMissionProgressionChapter3(Blueprint<BlueprintStatProgressionReference> royalCourtMissionProgressionChapter3)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintStatProgressionReference> royalCourtMissionProgressionChapter3

Blueprint of type BlueprintStatProgression. 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.

Returns
Type Description
TBuilder
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SetRoyalCourtRanksProgression(Blueprint<BlueprintStatProgressionReference>)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_RoyalCourtRanksProgression

Declaration
public TBuilder SetRoyalCourtRanksProgression(Blueprint<BlueprintStatProgressionReference> royalCourtRanksProgression)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintStatProgressionReference> royalCourtRanksProgression

Blueprint of type BlueprintStatProgression. 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.

Returns
Type Description
TBuilder
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SetSummonArmiesMap(Blueprint<BlueprintGlobalMapReference>)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_SummonArmiesMap

Declaration
public TBuilder SetSummonArmiesMap(Blueprint<BlueprintGlobalMapReference> summonArmiesMap)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintGlobalMapReference> summonArmiesMap

Blueprint of type BlueprintGlobalMap. 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.

Returns
Type Description
TBuilder
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SetTopArmiesCountForCompensation(Int32)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_TopArmiesCountForCompensation

Declaration
public TBuilder SetTopArmiesCountForCompensation(int topArmiesCountForCompensation)
Parameters
Type Name Description
System.Int32 topArmiesCountForCompensation

InfoBox: How many top-rang player&apos;s armies to check to select player&apos;s favorite units

Returns
Type Description
TBuilder
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SetTopUnitsCountForCompensation(Int32)

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_TopUnitsCountForCompensation

Declaration
public TBuilder SetTopUnitsCountForCompensation(int topUnitsCountForCompensation)
Parameters
Type Name Description
System.Int32 topUnitsCountForCompensation

InfoBox: To calc distribution of exp between top units formula is: 1 / n + rand(- 1 / n^2, 1/ n^2). Where n = TopUnitsCountForCompensation

Returns
Type Description
TBuilder
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SetTravelingArmiesByChapter(ArmyRoot.ChapterSpawnInfo[])

Sets the value of Kingmaker.Kingdom.Blueprints.ArmyRoot.m_TravelingArmiesByChapter

Declaration
public TBuilder SetTravelingArmiesByChapter(params ArmyRoot.ChapterSpawnInfo[] travelingArmiesByChapter)
Parameters
Type Name Description
Kingmaker.Kingdom.Blueprints.ArmyRoot.ChapterSpawnInfo[] travelingArmiesByChapter
Returns
Type Description
TBuilder
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