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Class BaseKingdomEventBaseConfigurator<T, TBuilder>

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

Inheritance
System.Object
Configurator
RootConfigurator<T, TBuilder>
BaseBlueprintConfigurator<T, TBuilder>
BaseKingdomEventBaseConfigurator<T, TBuilder>
BaseCrusadeEventConfigurator<T, TBuilder>
BaseKingdomEventConfigurator<T, TBuilder>
BaseKingdomProjectConfigurator<T, TBuilder>
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 BaseKingdomEventBaseConfigurator<T, TBuilder> : BaseBlueprintConfigurator<T, TBuilder> where T : BlueprintKingdomEventBase where TBuilder : BaseKingdomEventBaseConfigurator<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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BaseKingdomEventBaseConfigurator(Blueprint<BlueprintReference<T>>)

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

Methods

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AddEventFinalResults(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, EventResult[])

Adds Kingmaker.Kingdom.Blueprints.EventFinalResults

Declaration
public TBuilder AddEventFinalResults(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, EventResult[] results = 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.

Kingmaker.Kingdom.Blueprints.EventResult[] results
Returns
Type Description
TBuilder
Remarks

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CopyFrom(Blueprint<BlueprintReference<BlueprintKingdomEventBase>>, Predicate<BlueprintComponent>)

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

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

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

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

Modifies Kingmaker.Kingdom.Blueprints.BlueprintKingdomEventBase.DefaultResolutionDescription by invoking the provided action.

Declaration
public TBuilder ModifyDefaultResolutionDescription(Action<LocalizedString> action)
Parameters
Type Name Description
System.Action<Kingmaker.Localization.LocalizedString> action
Returns
Type Description
TBuilder
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ModifyLocalizedDescription(Action<LocalizedString>)

Modifies Kingmaker.Kingdom.Blueprints.BlueprintKingdomEventBase.LocalizedDescription by invoking the provided action.

Declaration
public TBuilder ModifyLocalizedDescription(Action<LocalizedString> action)
Parameters
Type Name Description
System.Action<Kingmaker.Localization.LocalizedString> action
Returns
Type Description
TBuilder
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ModifyLocalizedName(Action<LocalizedString>)

Modifies Kingmaker.Kingdom.Blueprints.BlueprintKingdomEventBase.LocalizedName by invoking the provided action.

Declaration
public TBuilder ModifyLocalizedName(Action<LocalizedString> action)
Parameters
Type Name Description
System.Action<Kingmaker.Localization.LocalizedString> action
Returns
Type Description
TBuilder
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ModifySolutions(Action<PossibleEventSolutions>)

Modifies Kingmaker.Kingdom.Blueprints.BlueprintKingdomEventBase.Solutions by invoking the provided action.

Declaration
public TBuilder ModifySolutions(Action<PossibleEventSolutions> action)
Parameters
Type Name Description
System.Action<Kingmaker.Kingdom.Blueprints.PossibleEventSolutions> action
Returns
Type Description
TBuilder
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ModifyTriggerCondition(Action<ConditionsChecker>)

Modifies Kingmaker.Kingdom.Blueprints.BlueprintKingdomEventBase.TriggerCondition by invoking the provided action.

Declaration
public TBuilder ModifyTriggerCondition(Action<ConditionsChecker> action)
Parameters
Type Name Description
System.Action<Kingmaker.ElementsSystem.ConditionsChecker> 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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SetAICanCheat(Boolean)

Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomEventBase.AICanCheat

Declaration
public TBuilder SetAICanCheat(bool aICanCheat = true)
Parameters
Type Name Description
System.Boolean aICanCheat
Returns
Type Description
TBuilder
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SetAIStopping(Boolean)

Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomEventBase.AIStopping

Declaration
public TBuilder SetAIStopping(bool aIStopping = true)
Parameters
Type Name Description
System.Boolean aIStopping

Tooltip: If true, this event would stop AI when it is resolved, or its recurrence ticks

Returns
Type Description
TBuilder
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SetAutoResolveResult(EventResult.MarginType)

Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomEventBase.AutoResolveResult

Declaration
public TBuilder SetAutoResolveResult(EventResult.MarginType autoResolveResult)
Parameters
Type Name Description
Kingmaker.Kingdom.Blueprints.EventResult.MarginType autoResolveResult
Returns
Type Description
TBuilder
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SetDefaultResolutionDescription(LocalString)

Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomEventBase.DefaultResolutionDescription

Declaration
public TBuilder SetDefaultResolutionDescription(LocalString defaultResolutionDescription)
Parameters
Type Name Description
LocalString defaultResolutionDescription

You can pass in the string using a LocalizedString or the Key to a LocalizedString.

Returns
Type Description
TBuilder
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SetDefaultResolutionType(LeaderType)

Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomEventBase.DefaultResolutionType

Declaration
public TBuilder SetDefaultResolutionType(LeaderType defaultResolutionType)
Parameters
Type Name Description
Kingmaker.Kingdom.LeaderType defaultResolutionType
Returns
Type Description
TBuilder
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SetInfoType(KingomEventInfoType)

Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomEventBase.InfoType

Declaration
public TBuilder SetInfoType(KingomEventInfoType infoType)
Parameters
Type Name Description
Kingmaker.Kingdom.Blueprints.KingomEventInfoType infoType
Returns
Type Description
TBuilder
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SetLocalizedDescription(LocalString)

Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomEventBase.LocalizedDescription

Declaration
public TBuilder SetLocalizedDescription(LocalString localizedDescription)
Parameters
Type Name Description
LocalString localizedDescription

You can pass in the string using a LocalizedString or the Key to a LocalizedString.

Returns
Type Description
TBuilder
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SetLocalizedName(LocalString)

Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomEventBase.LocalizedName

Declaration
public TBuilder SetLocalizedName(LocalString localizedName)
Parameters
Type Name Description
LocalString localizedName

You can pass in the string using a LocalizedString or the Key to a LocalizedString.

Returns
Type Description
TBuilder
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SetNeedToVisitTheThroneRoom(Boolean)

Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomEventBase.NeedToVisitTheThroneRoom

Declaration
public TBuilder SetNeedToVisitTheThroneRoom(bool needToVisitTheThroneRoom = true)
Parameters
Type Name Description
System.Boolean needToVisitTheThroneRoom
Returns
Type Description
TBuilder
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SetResolutionDC(Int32)

Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomEventBase.ResolutionDC

Declaration
public TBuilder SetResolutionDC(int resolutionDC)
Parameters
Type Name Description
System.Int32 resolutionDC
Returns
Type Description
TBuilder
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SetResolutionTime(Int32)

Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomEventBase.ResolutionTime

Declaration
public TBuilder SetResolutionTime(int resolutionTime)
Parameters
Type Name Description
System.Int32 resolutionTime
Returns
Type Description
TBuilder
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SetResolveAutomatically(Boolean)

Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomEventBase.ResolveAutomatically

Declaration
public TBuilder SetResolveAutomatically(bool resolveAutomatically = true)
Parameters
Type Name Description
System.Boolean resolveAutomatically
Returns
Type Description
TBuilder
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SetSkipRoll(Boolean)

Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomEventBase.SkipRoll

Declaration
public TBuilder SetSkipRoll(bool skipRoll = true)
Parameters
Type Name Description
System.Boolean skipRoll
Returns
Type Description
TBuilder
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SetSolutions(PossibleEventSolutions)

Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomEventBase.Solutions

Declaration
public TBuilder SetSolutions(PossibleEventSolutions solutions)
Parameters
Type Name Description
Kingmaker.Kingdom.Blueprints.PossibleEventSolutions solutions
Returns
Type Description
TBuilder
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SetTriggerCondition(ConditionsBuilder)

Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomEventBase.TriggerCondition

Declaration
public TBuilder SetTriggerCondition(ConditionsBuilder triggerCondition)
Parameters
Type Name Description
ConditionsBuilder triggerCondition
Returns
Type Description
TBuilder
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