Class BaseKingdomBuffConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.Kingdom.Blueprints.BlueprintKingdomBuff.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators.Kingdom
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseKingdomBuffConfigurator<T, TBuilder> : BaseFactConfigurator<T, TBuilder> where T : BlueprintKingdomBuff where TBuilder : BaseKingdomBuffConfigurator<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 SourceBaseKingdomBuffConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseKingdomBuffConfigurator(Blueprint<BlueprintReference<T>> blueprint)Parameters
| Type | Name | Description | 
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint | 
Methods
| Improve this Doc View SourceAddArmyGlobalMapMovementBonus(Nullable<Int32>, Nullable<Int32>)
Adds Kingmaker.Armies.Components.ArmyGlobalMapMovementBonus
Declaration
public TBuilder AddArmyGlobalMapMovementBonus(int? dailyMovementPoints = null, int? maxMovementPoints = null)Parameters
| Type | Name | Description | 
|---|---|---|
| System.Nullable<System.Int32> | dailyMovementPoints | |
| System.Nullable<System.Int32> | maxMovementPoints | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
Remarks
- Aeon1SpeedStats62fcd9d0cdb54b59930c9b9bbb30a870
- Logistics4MovementPoints177c84d3733a4ef2865694736714f2d7
- QuartermasterMaps8830aeff4cc742f4a9f43fb152d8bfdb
AddBuildingCostModifier(List<Blueprint<BlueprintSettlementBuildingReference>>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Single>)
Adds Kingmaker.Kingdom.Buffs.BuildingCostModifier
Declaration
public TBuilder AddBuildingCostModifier(List<Blueprint<BlueprintSettlementBuildingReference>> buildings = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, float? modifier = null)Parameters
| Type | Name | Description | 
|---|---|---|
| System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintSettlementBuildingReference>> | buildings | Blueprint of type BlueprintSettlementBuilding. You can pass in the blueprint using: 
 | 
| System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. | 
| ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. | 
| System.Nullable<System.Single> | modifier | InfoBox: (This coefficient - 1) will be added to resultModifier. Formula: resultCont = baseCost * resultModifier | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
Remarks
- BuildingEngineersWorkshopf3f6c1e6708341968e439018f5f63e01
- FlagDiplomacy8BuildingsDiscountd6758d76c4cb4bb797246e01ad9d12d9
- FlagLegend1CostDecreasec346f489c159453b9f4ca912630715d4
AddChangeKingdomMoraleMinimum(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)
Adds Kingmaker.Kingdom.Buffs.ChangeKingdomMoraleMinimum
Declaration
public TBuilder AddChangeKingdomMoraleMinimum(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, int? minValueDelta = 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.Int32> | minValueDelta | InfoBox: Can be negative. MinMorale = Max (KingdomRoot.MinMorale, MinMorale + MinValueDelta) | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
Remarks
- CrusadeStoryModecd708fd765d74299a32c5438ed67d642
AddEveryDayTrigger(ActionsBuilder, ConditionsBuilder, Nullable<Int32>)
Adds Kingmaker.Kingdom.Buffs.EveryDayTrigger
Declaration
public TBuilder AddEveryDayTrigger(ActionsBuilder actions = null, ConditionsBuilder condition = null, int? skipDays = null)Parameters
| Type | Name | Description | 
|---|---|---|
| ActionsBuilder | actions | |
| ConditionsBuilder | condition | |
| System.Nullable<System.Int32> | skipDays | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
Remarks
- AutoKingdomProjectsControllerCh3b31b96dd34f8415382c8ec26787364d3
- FlagTrickster3Economy4b833c6fcdfa47918927d80edf7ef9ae
- SettlementsTracker_buff71dd611cd70443fcb04f0dce3bda76ef
AddEveryWeekTrigger(ActionsBuilder, ConditionsBuilder, Nullable<Int32>)
Adds Kingmaker.Kingdom.Buffs.EveryWeekTrigger
Declaration
public TBuilder AddEveryWeekTrigger(ActionsBuilder actions = null, ConditionsBuilder condition = null, int? skipWeeks = null)Parameters
| Type | Name | Description | 
|---|---|---|
| ActionsBuilder | actions | |
| ConditionsBuilder | condition | |
| System.Nullable<System.Int32> | skipWeeks | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
Remarks
- FlagTrickster1Money6c97784129e5492fa08496f2d4139f22
AddGlobalArmiesMoraleModifier(Nullable<ArmyFaction>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)
Adds Kingmaker.Kingdom.Buffs.GlobalArmiesMoraleModifier
Declaration
public TBuilder AddGlobalArmiesMoraleModifier(ArmyFaction? faction = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, int? moraleModifier = null)Parameters
| Type | Name | Description | 
|---|---|---|
| System.Nullable<Kingmaker.Armies.ArmyFaction> | faction | |
| 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> | moraleModifier | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
Remarks
- BuildingSaboteursHeadquartersccdf2781aafc49bd9197d3388e4bc29f
- BuildingScoutsHeadquartersb8a2e915f3f04708919e41f9f1996ffa
AddKingdomAddMercenaryReroll(Nullable<Int32>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.Kingdom.Buffs.KingdomAddMercenaryReroll
Declaration
public TBuilder AddKingdomAddMercenaryReroll(int? freeRerollsToAdd = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)Parameters
| Type | Name | Description | 
|---|---|---|
| System.Nullable<System.Int32> | freeRerollsToAdd | |
| 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
- ArmyGloryAmongTheMercenaries888fd9cff8cb4fe7a3194c2453ae508f
- CrusadeCasualMode32bc842045574f8abdbbe4a4bcf4cb3d
- CrusadeStoryModecd708fd765d74299a32c5438ed67d642
AddKingdomAddMercenarySlot(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)
Adds Kingmaker.Kingdom.Buffs.KingdomAddMercenarySlot
Declaration
public TBuilder AddKingdomAddMercenarySlot(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, int? slotsToAdd = 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.Int32> | slotsToAdd | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
Remarks
- ArmyDisgruntledMercenaries254bcff0302341a4841bf282d852886e
- FlagLegend3ArmyIncome837f273349124973bcf0dd2aa2cb2f0a
- MercenaryGuildd615938461996b945810e3fbc989c460
AddKingdomGainSkillToLeaders(Nullable<Int32>, Blueprint<BlueprintLeaderSkillReference>, List<Blueprint<BlueprintLeaderSkillReference>>, Nullable<ArmyFaction>, Nullable<Boolean>)
Adds Kingmaker.Kingdom.Blueprints.KingdomGainSkillToLeaders
Declaration
public TBuilder AddKingdomGainSkillToLeaders(int? minLevel = null, Blueprint<BlueprintLeaderSkillReference> skill = null, List<Blueprint<BlueprintLeaderSkillReference>> skillsList = null, ArmyFaction? targetFactions = null, bool? useSkillsList = null)Parameters
| Type | Name | Description | 
|---|---|---|
| System.Nullable<System.Int32> | minLevel | |
| Blueprint<Kingmaker.Blueprints.BlueprintLeaderSkillReference> | skill | Blueprint of type BlueprintLeaderSkill. You can pass in the blueprint using: 
 | 
| System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintLeaderSkillReference>> | skillsList | InfoBox: Will gain leader first unknown skill starting from 0 element Blueprint of type BlueprintLeaderSkill. You can pass in the blueprint using: 
 | 
| System.Nullable<Kingmaker.Armies.ArmyFaction> | targetFactions | |
| System.Nullable<System.Boolean> | useSkillsList | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
Remarks
- ArmyLeaderPetDrake3b33a686ce224e6d9fb0f634267e4784
- FlagLeadership3ZelousLearnereec54a9e96624cdf8cc9e6f58e374138
- QuatermasterMaps_buffcc4249f904c246c4a7f3eeab976116d4
AddKingdomIncomeModifier(Nullable<Int32>, Nullable<Int32>, Nullable<Int32>, Nullable<Int32>)
Adds Kingmaker.Kingdom.Buffs.KingdomIncomeModifier
Declaration
public TBuilder AddKingdomIncomeModifier(int? basicsModifier = null, int? favorsModifier = null, int? financeModifier = null, int? modifier = null)Parameters
| Type | Name | Description | 
|---|---|---|
| System.Nullable<System.Int32> | basicsModifier | |
| System.Nullable<System.Int32> | favorsModifier | |
| System.Nullable<System.Int32> | financeModifier | |
| System.Nullable<System.Int32> | modifier | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
Remarks
- CrusadeCasualMode32bc842045574f8abdbbe4a4bcf4cb3d
- Diplomacy2ResourcesEffect514fb79269ef4a30b1e58f56838ac3a1
- GrowthResourceShortage0fcf7e30aca04da5a535759b8fe6ad3d
AddKingdomMoraleEffectMultiplier(Nullable<Single>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Single>)
Adds Kingmaker.Kingdom.Buffs.KingdomMoraleEffectMultiplier
Declaration
public TBuilder AddKingdomMoraleEffectMultiplier(float? incomeMultiplier = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, float? unitMultiplier = null)Parameters
| Type | Name | Description | 
|---|---|---|
| System.Nullable<System.Single> | incomeMultiplier | InfoBox: Multiplies morale modifier for income growth | 
| 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> | unitMultiplier | InfoBox: Multiplies morale modifier for unit growth | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
Remarks
- FlagAngel1FInancese0eb9e98a36944f5b03f9ba4436ea453
- FlagAngel1Resources3afad12a450e4619b25d8b9545d3cd70
- FlagLogistics5MoraleForResources2a34993f8beb4f019037f49396a54618
AddKingdomMoraleForArmies(Nullable<ArmyFaction>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Single>)
Adds Kingmaker.Kingdom.Buffs.KingdomMoraleForArmies
Declaration
public TBuilder AddKingdomMoraleForArmies(ArmyFaction? faction = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, float? multiplier = null)Parameters
| Type | Name | Description | 
|---|---|---|
| System.Nullable<Kingmaker.Armies.ArmyFaction> | faction | |
| 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 | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
Remarks
- FlagAngel2Moraled3331c4431c44d97a3daeccbd9791f41
- KingdomMoraleForArmies4789870c0669c0348b56d05ed67f8781
AddKingdomStatFromCrusadeResources(Nullable<KingdomStats.Type>, Nullable<Single>, Nullable<Single>, Nullable<Single>)
Adds Kingmaker.Kingdom.Blueprints.KingdomStatFromCrusadeResources
Declaration
public TBuilder AddKingdomStatFromCrusadeResources(KingdomStats.Type? stat = null, float? statPerFavors = null, float? statPerFinances = null, float? statPerMaterials = null)Parameters
| Type | Name | Description | 
|---|---|---|
| System.Nullable<Kingmaker.Kingdom.KingdomStats.Type> | stat | |
| System.Nullable<System.Single> | statPerFavors | |
| System.Nullable<System.Single> | statPerFinances | |
| System.Nullable<System.Single> | statPerMaterials | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
Remarks
- DefaultKingdomStatsBuffbfedbe8f63af41b4c87ad1c6f214217d
AddKingdomStatFromLeaderExperience(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<KingdomStats.Type>, Nullable<Single>)
Adds Kingmaker.Kingdom.Blueprints.KingdomStatFromLeaderExperience
Declaration
public TBuilder AddKingdomStatFromLeaderExperience(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, KingdomStats.Type? stat = null, float? statPerLeaderExperience = 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.Kingdom.KingdomStats.Type> | stat | |
| System.Nullable<System.Single> | statPerLeaderExperience | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
Remarks
- DefaultKingdomStatsBuffbfedbe8f63af41b4c87ad1c6f214217d
AddKingdomStatFromRecruitment(Nullable<KingdomStats.Type>, Nullable<Single>)
Adds Kingmaker.Kingdom.Blueprints.KingdomStatFromRecruitment
Declaration
public TBuilder AddKingdomStatFromRecruitment(KingdomStats.Type? stat = null, float? statPerExp = null)Parameters
| Type | Name | Description | 
|---|---|---|
| System.Nullable<Kingmaker.Kingdom.KingdomStats.Type> | stat | |
| System.Nullable<System.Single> | statPerExp | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
Remarks
- DefaultKingdomStatsBuffbfedbe8f63af41b4c87ad1c6f214217d
AddKingdomTacticalArmyFeature(Nullable<ArmyProperties>, List<Blueprint<BlueprintUnitReference>>, Nullable<Boolean>, Nullable<Boolean>, Nullable<ArmyFaction>, List<Blueprint<BlueprintFeatureReference>>, Nullable<MercenariesIncludeOption>)
Adds Kingmaker.Kingdom.Buffs.KingdomTacticalArmyFeature
Declaration
public TBuilder AddKingdomTacticalArmyFeature(ArmyProperties? armyTag = null, List<Blueprint<BlueprintUnitReference>> armyUnits = null, bool? byTag = null, bool? byUnits = null, ArmyFaction? faction = null, List<Blueprint<BlueprintFeatureReference>> features = null, MercenariesIncludeOption? mercenariesFilter = null)Parameters
| Type | Name | Description | 
|---|---|---|
| System.Nullable<Kingmaker.Armies.Components.ArmyProperties> | armyTag | |
| System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintUnitReference>> | armyUnits | Blueprint of type BlueprintUnit. You can pass in the blueprint using: 
 | 
| System.Nullable<System.Boolean> | byTag | |
| System.Nullable<System.Boolean> | byUnits | |
| System.Nullable<Kingmaker.Armies.ArmyFaction> | faction | |
| System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintFeatureReference>> | features | Blueprint of type BlueprintFeature. You can pass in the blueprint using: 
 | 
| System.Nullable<Kingmaker.Kingdom.Armies.MercenariesIncludeOption> | mercenariesFilter | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
Remarks
- ArmyUnitsBestIngredients596531fba07848c3959d6e7df0e0a3a4
- FlagLocust1Locustd734d5a54aee49ceabd15f5e4b9d7bb3
- ZiforianSupport_buff3735e202e116466898a0e7fd54607d22
AddKingdomUnitsGrowthIncrease(Nullable<Boolean>, Nullable<Int32>, Nullable<KingdomUnitsGrowthIncrease.UnitListOperation>, Nullable<ArmyProperties>, List<Blueprint<BlueprintUnitReference>>)
Adds Kingmaker.Kingdom.Settlements.BuildingComponents.KingdomUnitsGrowthIncrease
Declaration
public TBuilder AddKingdomUnitsGrowthIncrease(bool? allUnits = null, int? bonusPercent = null, KingdomUnitsGrowthIncrease.UnitListOperation? operation = null, ArmyProperties? properties = null, List<Blueprint<BlueprintUnitReference>> units = null)Parameters
| Type | Name | Description | 
|---|---|---|
| System.Nullable<System.Boolean> | allUnits | |
| System.Nullable<System.Int32> | bonusPercent | InfoBox: Negative means growth reduce | 
| System.Nullable<Kingmaker.Kingdom.Settlements.BuildingComponents.KingdomUnitsGrowthIncrease.UnitListOperation> | operation | |
| System.Nullable<Kingmaker.Armies.Components.ArmyProperties> | properties | InfoBox: Works as OR. Unit should have Any of listed property to be processed. None - means any unit | 
| System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintUnitReference>> | units | Blueprint of type BlueprintUnit. You can pass in the blueprint using: 
 | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
Remarks
- ArmyAgitatorsac36380a86564c65b461be02855d9a01
- Event38ArmyFutureHeroes3dcf5fd8287447a78436870ef73fb201
- Leadership2MoraleForRecruitsEffect4dba6a6f7c904dccbc6390d3f3889a7f
AddRecruitCostModifier(Nullable<Boolean>, Nullable<MercenariesIncludeOption>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Single>, Nullable<KingdomUnitsGrowthIncrease.UnitListOperation>, Nullable<ArmyProperties>, List<Blueprint<BlueprintUnitReference>>)
Adds Kingmaker.Kingdom.Buffs.RecruitCostModifier
Declaration
public TBuilder AddRecruitCostModifier(bool? allUnits = null, MercenariesIncludeOption? mercenariesFilter = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, float? modifier = null, KingdomUnitsGrowthIncrease.UnitListOperation? operation = null, ArmyProperties? properties = null, List<Blueprint<BlueprintUnitReference>> units = null)Parameters
| Type | Name | Description | 
|---|---|---|
| System.Nullable<System.Boolean> | allUnits | |
| System.Nullable<Kingmaker.Kingdom.Armies.MercenariesIncludeOption> | mercenariesFilter | |
| 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> | modifier | InfoBox: (This coefficient - 1) will be added to resultModifier. Formula: resultCont = baseCost * resultModifier | 
| System.Nullable<Kingmaker.Kingdom.Settlements.BuildingComponents.KingdomUnitsGrowthIncrease.UnitListOperation> | operation | |
| System.Nullable<Kingmaker.Armies.Components.ArmyProperties> | properties | InfoBox: Works as OR. Unit should have Any of listed property to be processed. None - means any unit | 
| System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintUnitReference>> | units | Blueprint of type BlueprintUnit. You can pass in the blueprint using: 
 | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
Remarks
- ArmyCheapMercenaries370e722e8d7d4819b5671c0db96732f9
- FlagDiplomacy8RecruitsIncrease489949bbf18b4bc68cf9c9531cdd4556
- MercenaryCostIncreaseCh5_909fd19c907020493ca0973e439f888819
AddRecruitDisable(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.Kingdom.Buffs.RecruitDisable
Declaration
public TBuilder AddRecruitDisable(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
- FlagDiplomacy7ForbidHirementfefd66a0c7494f169a2474baf55657b0
- FlagLocust328fc139938f4582a605917a729169f3
CopyFrom(Blueprint<BlueprintReference<BlueprintKingdomBuff>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintKingdomBuff>> blueprint, Predicate<BlueprintComponent> componentMatcher)Parameters
| Type | Name | Description | 
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Kingdom.Blueprints.BlueprintKingdomBuff>> | 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<BlueprintKingdomBuff>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintKingdomBuff>> blueprint, params Type[] componentTypes)Parameters
| Type | Name | Description | 
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Kingdom.Blueprints.BlueprintKingdomBuff>> | 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();ModifyDescription(Action<LocalizedString>)
Modifies Kingmaker.Kingdom.Blueprints.BlueprintKingdomBuff.Description by invoking the provided action.
Declaration
public TBuilder ModifyDescription(Action<LocalizedString> action)Parameters
| Type | Name | Description | 
|---|---|---|
| System.Action<Kingmaker.Localization.LocalizedString> | action | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
ModifyDisplayName(Action<LocalizedString>)
Modifies Kingmaker.Kingdom.Blueprints.BlueprintKingdomBuff.DisplayName by invoking the provided action.
Declaration
public TBuilder ModifyDisplayName(Action<LocalizedString> action)Parameters
| Type | Name | Description | 
|---|---|---|
| System.Action<Kingmaker.Localization.LocalizedString> | action | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
ModifyIcon(Action<Sprite>)
Modifies Kingmaker.Kingdom.Blueprints.BlueprintKingdomBuff.Icon by invoking the provided action.
Declaration
public TBuilder ModifyIcon(Action<Sprite> action)Parameters
| Type | Name | Description | 
|---|---|---|
| System.Action<UnityEngine.Sprite> | action | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
ModifyOnApply(Action<ActionList>)
Modifies Kingmaker.Kingdom.Blueprints.BlueprintKingdomBuff.OnApply by invoking the provided action.
Declaration
public TBuilder ModifyOnApply(Action<ActionList> action)Parameters
| Type | Name | Description | 
|---|---|---|
| System.Action<Kingmaker.ElementsSystem.ActionList> | action | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
ModifyOnRemove(Action<ActionList>)
Modifies Kingmaker.Kingdom.Blueprints.BlueprintKingdomBuff.OnRemove by invoking the provided action.
Declaration
public TBuilder ModifyOnRemove(Action<ActionList> action)Parameters
| Type | Name | Description | 
|---|---|---|
| System.Action<Kingmaker.ElementsSystem.ActionList> | action | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
ModifyStatChanges(Action<KingdomStats.Changes>)
Modifies Kingmaker.Kingdom.Blueprints.BlueprintKingdomBuff.StatChanges by invoking the provided action.
Declaration
public TBuilder ModifyStatChanges(Action<KingdomStats.Changes> action)Parameters
| Type | Name | Description | 
|---|---|---|
| System.Action<Kingmaker.Kingdom.KingdomStats.Changes> | action | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()Overrides
SetDescription(LocalString)
Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomBuff.Description
Declaration
public TBuilder SetDescription(LocalString description)Parameters
| Type | Name | Description | 
|---|---|---|
| LocalString | description | You can pass in the string using a LocalizedString or the Key to a LocalizedString. | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
SetDisplayName(LocalString)
Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomBuff.DisplayName
Declaration
public TBuilder SetDisplayName(LocalString displayName)Parameters
| Type | Name | Description | 
|---|---|---|
| LocalString | displayName | You can pass in the string using a LocalizedString or the Key to a LocalizedString. | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
SetDurationDays(Int32)
Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomBuff.DurationDays
Declaration
public TBuilder SetDurationDays(int durationDays)Parameters
| Type | Name | Description | 
|---|---|---|
| System.Int32 | durationDays | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
SetIcon(Asset<Sprite>)
Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomBuff.Icon
Declaration
public TBuilder SetIcon(Asset<Sprite> icon)Parameters
| Type | Name | Description | 
|---|---|---|
| Asset<UnityEngine.Sprite> | icon | InfoBox: Set to null to hide in UIYou can pass in the animation using a Sprite or it's AssetId. | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
SetOnApply(ActionsBuilder)
Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomBuff.OnApply
Declaration
public TBuilder SetOnApply(ActionsBuilder onApply)Parameters
| Type | Name | Description | 
|---|---|---|
| ActionsBuilder | onApply | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
SetOnRemove(ActionsBuilder)
Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomBuff.OnRemove
Declaration
public TBuilder SetOnRemove(ActionsBuilder onRemove)Parameters
| Type | Name | Description | 
|---|---|---|
| ActionsBuilder | onRemove | 
Returns
| Type | Description | 
|---|---|
| TBuilder | 
SetStatChanges(KingdomStats.Changes)
Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomBuff.StatChanges
Declaration
public TBuilder SetStatChanges(KingdomStats.Changes statChanges)Parameters
| Type | Name | Description | 
|---|---|---|
| Kingmaker.Kingdom.KingdomStats.Changes | statChanges | 
Returns
| Type | Description | 
|---|---|
| TBuilder |