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Class BaseKingdomBuffConfigurator<T, TBuilder>

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

Inheritance
System.Object
Configurator
RootConfigurator<T, TBuilder>
BaseBlueprintConfigurator<T, TBuilder>
BaseFactConfigurator<T, TBuilder>
BaseKingdomBuffConfigurator<T, TBuilder>
KingdomBuffConfigurator
Inherited Members
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.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

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BaseKingdomBuffConfigurator(Blueprint<BlueprintReference<T>>)

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

Methods

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AddArmyGlobalMapMovementBonus(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
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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:

  • 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.Single> modifier

InfoBox: (This coefficient - 1) will be added to resultModifier. Formula: resultCont = baseCost * resultModifier

Returns
Type Description
TBuilder
Remarks

  • BuildingEngineersWorkshopf3f6c1e6708341968e439018f5f63e01
  • FlagDiplomacy8BuildingsDiscountd6758d76c4cb4bb797246e01ad9d12d9
  • FlagLegend1CostDecreasec346f489c159453b9f4ca912630715d4
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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
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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
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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
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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
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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
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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
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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:

  • 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.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:

  • 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.Armies.ArmyFaction> targetFactions
System.Nullable<System.Boolean> useSkillsList
Returns
Type Description
TBuilder
Remarks

  • ArmyLeaderPetDrake3b33a686ce224e6d9fb0f634267e4784
  • FlagLeadership3ZelousLearnereec54a9e96624cdf8cc9e6f58e374138
  • QuatermasterMaps_buffcc4249f904c246c4a7f3eeab976116d4
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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
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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
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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
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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
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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
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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
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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:

  • 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> 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:

  • 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.Kingdom.Armies.MercenariesIncludeOption> mercenariesFilter
Returns
Type Description
TBuilder
Remarks

  • ArmyUnitsBestIngredients596531fba07848c3959d6e7df0e0a3a4
  • FlagLocust1Locustd734d5a54aee49ceabd15f5e4b9d7bb3
  • ZiforianSupport_buff3735e202e116466898a0e7fd54607d22
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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:

  • 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
Remarks

  • ArmyAgitatorsac36380a86564c65b461be02855d9a01
  • Event38ArmyFutureHeroes3dcf5fd8287447a78436870ef73fb201
  • Leadership2MoraleForRecruitsEffect4dba6a6f7c904dccbc6390d3f3889a7f
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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:

  • 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
Remarks

  • ArmyCheapMercenaries370e722e8d7d4819b5671c0db96732f9
  • FlagDiplomacy8RecruitsIncrease489949bbf18b4bc68cf9c9531cdd4556
  • MercenaryCostIncreaseCh5_909fd19c907020493ca0973e439f888819
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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
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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 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<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 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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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
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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
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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
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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
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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
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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
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OnConfigureCompleted()

Declaration
protected override void OnConfigureCompleted()
Overrides
BlueprintCore.Blueprints.CustomConfigurators.RootConfigurator<T, TBuilder>.OnConfigureCompleted()
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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
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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
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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
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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 UI

You can pass in the animation using a Sprite or it's AssetId.
Returns
Type Description
TBuilder
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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
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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
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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
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