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Class BaseKingdomEventConfigurator<T, TBuilder>

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

Inheritance
System.Object
Configurator
RootConfigurator<T, TBuilder>
BaseBlueprintConfigurator<T, TBuilder>
BaseKingdomEventBaseConfigurator<T, TBuilder>
BaseKingdomEventConfigurator<T, TBuilder>
KingdomEventConfigurator
Inherited Members
BaseKingdomEventBaseConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintKingdomEventBase>>, Type[])
BaseKingdomEventBaseConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintKingdomEventBase>>, Predicate<BlueprintComponent>)
BaseKingdomEventBaseConfigurator<T, TBuilder>.SetInfoType(KingomEventInfoType)
BaseKingdomEventBaseConfigurator<T, TBuilder>.SetLocalizedName(LocalString)
BaseKingdomEventBaseConfigurator<T, TBuilder>.ModifyLocalizedName(Action<LocalizedString>)
BaseKingdomEventBaseConfigurator<T, TBuilder>.SetLocalizedDescription(LocalString)
BaseKingdomEventBaseConfigurator<T, TBuilder>.ModifyLocalizedDescription(Action<LocalizedString>)
BaseKingdomEventBaseConfigurator<T, TBuilder>.SetTriggerCondition(ConditionsBuilder)
BaseKingdomEventBaseConfigurator<T, TBuilder>.ModifyTriggerCondition(Action<ConditionsChecker>)
BaseKingdomEventBaseConfigurator<T, TBuilder>.SetResolutionTime(Int32)
BaseKingdomEventBaseConfigurator<T, TBuilder>.SetResolveAutomatically(Boolean)
BaseKingdomEventBaseConfigurator<T, TBuilder>.SetNeedToVisitTheThroneRoom(Boolean)
BaseKingdomEventBaseConfigurator<T, TBuilder>.SetAICanCheat(Boolean)
BaseKingdomEventBaseConfigurator<T, TBuilder>.SetSkipRoll(Boolean)
BaseKingdomEventBaseConfigurator<T, TBuilder>.SetResolutionDC(Int32)
BaseKingdomEventBaseConfigurator<T, TBuilder>.SetAutoResolveResult(EventResult.MarginType)
BaseKingdomEventBaseConfigurator<T, TBuilder>.SetSolutions(PossibleEventSolutions)
BaseKingdomEventBaseConfigurator<T, TBuilder>.ModifySolutions(Action<PossibleEventSolutions>)
BaseKingdomEventBaseConfigurator<T, TBuilder>.SetDefaultResolutionType(LeaderType)
BaseKingdomEventBaseConfigurator<T, TBuilder>.SetDefaultResolutionDescription(LocalString)
BaseKingdomEventBaseConfigurator<T, TBuilder>.ModifyDefaultResolutionDescription(Action<LocalizedString>)
BaseKingdomEventBaseConfigurator<T, TBuilder>.SetAIStopping(Boolean)
BaseKingdomEventBaseConfigurator<T, TBuilder>.AddEventFinalResults(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, EventResult[])
BaseKingdomEventBaseConfigurator<T, TBuilder>.OnConfigureCompleted()
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 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

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BaseKingdomEventConfigurator(Blueprint<BlueprintReference<T>>)

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

Methods

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CopyFrom(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 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<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 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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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
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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
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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
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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
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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
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OnConfigureCompleted()

Declaration
protected override void OnConfigureCompleted()
Overrides
BlueprintCore.Blueprints.Configurators.Kingdom.BaseKingdomEventBaseConfigurator<T, TBuilder>.OnConfigureCompleted()
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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:

  • A blueprint instance
  • A blueprint reference
  • A blueprint id as a string, Guid, or BlueprintGuid
  • A blueprint name registered with BlueprintTool
See Blueprint for more details.

Returns
Type Description
TBuilder
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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
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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
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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
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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
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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
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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
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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
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