Class BaseKingdomEventConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.Kingdom.Blueprints.BlueprintKingdomEvent.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators.Kingdom
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseKingdomEventConfigurator<T, TBuilder> : BaseKingdomEventBaseConfigurator<T, TBuilder> where T : BlueprintKingdomEvent where TBuilder : BaseKingdomEventConfigurator<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 SourceBaseKingdomEventConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseKingdomEventConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint |
Methods
| Improve this Doc View SourceCopyFrom(Blueprint<BlueprintReference<BlueprintKingdomEvent>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintKingdomEvent>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Kingdom.Blueprints.BlueprintKingdomEvent>> | 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<BlueprintKingdomEvent>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintKingdomEvent>> blueprint, params Type[] componentTypes)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Kingdom.Blueprints.BlueprintKingdomEvent>> | 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();
ModifyDependsOnQuest(Action<BlueprintQuestReference>)
Modifies Kingmaker.Kingdom.Blueprints.BlueprintKingdomEvent.m_DependsOnQuest by invoking the provided action.
Declaration
public TBuilder ModifyDependsOnQuest(Action<BlueprintQuestReference> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.BlueprintQuestReference> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyOnTrigger(Action<ActionList>)
Modifies Kingmaker.Kingdom.Blueprints.BlueprintKingdomEvent.OnTrigger by invoking the provided action.
Declaration
public TBuilder ModifyOnTrigger(Action<ActionList> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.ElementsSystem.ActionList> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyRequiredTags(Action<EventLocationTagList>)
Modifies Kingmaker.Kingdom.Blueprints.BlueprintKingdomEvent.RequiredTags by invoking the provided action.
Declaration
public TBuilder ModifyRequiredTags(Action<EventLocationTagList> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Kingdom.EventLocationTagList> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyStatsOnTrigger(Action<KingdomStats.Changes>)
Modifies Kingmaker.Kingdom.Blueprints.BlueprintKingdomEvent.StatsOnTrigger by invoking the provided action.
Declaration
public TBuilder ModifyStatsOnTrigger(Action<KingdomStats.Changes> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Kingdom.KingdomStats.Changes> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyTags(Action<BlueprintKingdomEvent.TagList>)
Modifies Kingmaker.Kingdom.Blueprints.BlueprintKingdomEvent.m_Tags by invoking the provided action.
Declaration
public TBuilder ModifyTags(Action<BlueprintKingdomEvent.TagList> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Kingdom.Blueprints.BlueprintKingdomEvent.TagList> | action |
Returns
Type | Description |
---|---|
TBuilder |
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()
Overrides
SetDependsOnQuest(Blueprint<BlueprintQuestReference>)
Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomEvent.m_DependsOnQuest
Declaration
public TBuilder SetDependsOnQuest(Blueprint<BlueprintQuestReference> dependsOnQuest)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintQuestReference> | dependsOnQuest | Blueprint of type BlueprintQuest. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
SetForceOneTimeOnly(Boolean)
Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomEvent.ForceOneTimeOnly
Declaration
public TBuilder SetForceOneTimeOnly(bool forceOneTimeOnly = true)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | forceOneTimeOnly |
Returns
Type | Description |
---|---|
TBuilder |
SetIsOpportunity(Boolean)
Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomEvent.IsOpportunity
Declaration
public TBuilder SetIsOpportunity(bool isOpportunity = true)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | isOpportunity |
Returns
Type | Description |
---|---|
TBuilder |
SetOnTrigger(ActionsBuilder)
Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomEvent.OnTrigger
Declaration
public TBuilder SetOnTrigger(ActionsBuilder onTrigger)
Parameters
Type | Name | Description |
---|---|---|
ActionsBuilder | onTrigger |
Returns
Type | Description |
---|---|
TBuilder |
SetRequiredTags(EventLocationTagList)
Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomEvent.RequiredTags
Declaration
public TBuilder SetRequiredTags(EventLocationTagList requiredTags)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.Kingdom.EventLocationTagList | requiredTags |
Returns
Type | Description |
---|---|
TBuilder |
SetStatsOnTrigger(KingdomStats.Changes)
Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomEvent.StatsOnTrigger
Declaration
public TBuilder SetStatsOnTrigger(KingdomStats.Changes statsOnTrigger)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.Kingdom.KingdomStats.Changes | statsOnTrigger |
Returns
Type | Description |
---|---|
TBuilder |
SetTags(BlueprintKingdomEvent.TagList)
Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomEvent.m_Tags
Declaration
public TBuilder SetTags(BlueprintKingdomEvent.TagList tags)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.Kingdom.Blueprints.BlueprintKingdomEvent.TagList | tags |
Returns
Type | Description |
---|---|
TBuilder |
SetUnapplyTriggerOnResolve(Boolean)
Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomEvent.UnapplyTriggerOnResolve
Declaration
public TBuilder SetUnapplyTriggerOnResolve(bool unapplyTriggerOnResolve = true)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | unapplyTriggerOnResolve |
Returns
Type | Description |
---|---|
TBuilder |