Class BaseKingdomProjectConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.Kingdom.Blueprints.BlueprintKingdomProject.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators.Kingdom
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseKingdomProjectConfigurator<T, TBuilder> : BaseKingdomEventBaseConfigurator<T, TBuilder> where T : BlueprintKingdomProject where TBuilder : BaseKingdomProjectConfigurator<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 SourceBaseKingdomProjectConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseKingdomProjectConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint |
Methods
| Improve this Doc View SourceAddEventItemCost(Nullable<Int32>, List<Blueprint<BlueprintItemReference>>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.Kingdom.Blueprints.EventItemCost
Declaration
public TBuilder AddEventItemCost(int? amount = null, List<Blueprint<BlueprintItemReference>> items = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type | Name | Description |
---|---|---|
System.Nullable<System.Int32> | amount | |
System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintItemReference>> | items | Blueprint of type BlueprintItem. You can pass in the blueprint using:
|
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- Amber_ReforgeProject3b4b2c6077fab6741b63b55a274bf18c
- KnightsEmblemChainmailProject_Enchantingbde56061db6047f9bd5db9ed3f97beb7
- ZeorisDaggerRingProject_Enchanting0dc3a4e036064970857b3c3e296a7d94
AddFinishObjectiveOnTrigger(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Blueprint<BlueprintQuestObjectiveReference>)
Adds Kingmaker.Kingdom.Blueprints.FinishObjectiveOnTrigger
Declaration
public TBuilder AddFinishObjectiveOnTrigger(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, Blueprint<BlueprintQuestObjectiveReference> objective = 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. |
Blueprint<Kingmaker.Blueprints.BlueprintQuestObjectiveReference> | objective | Blueprint of type BlueprintQuestObjective. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- DiplomacyRankUp2Projecteec2844333716044680b3e7c4f34d638
- LeadershipRankUp2Projectcb734f3fb88db0748876f2786fe6ae0d
CopyFrom(Blueprint<BlueprintReference<BlueprintKingdomProject>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintKingdomProject>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Kingdom.Blueprints.BlueprintKingdomProject>> | 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<BlueprintKingdomProject>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintKingdomProject>> blueprint, params Type[] componentTypes)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Kingdom.Blueprints.BlueprintKingdomProject>> | 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();
ModifyMechanicalDescription(Action<LocalizedString>)
Modifies Kingmaker.Kingdom.Blueprints.BlueprintKingdomProject.m_MechanicalDescription by invoking the provided action.
Declaration
public TBuilder ModifyMechanicalDescription(Action<LocalizedString> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Localization.LocalizedString> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyProjectStartCost(Action<KingdomResourcesAmount>)
Modifies Kingmaker.Kingdom.Blueprints.BlueprintKingdomProject.ProjectStartCost by invoking the provided action.
Declaration
public TBuilder ModifyProjectStartCost(Action<KingdomResourcesAmount> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Kingdom.KingdomResourcesAmount> | action |
Returns
Type | Description |
---|---|
TBuilder |
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()
Overrides
SetAIPriority(Int32)
Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomProject.AIPriority
Declaration
public TBuilder SetAIPriority(int aIPriority)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | aIPriority |
Returns
Type | Description |
---|---|
TBuilder |
SetCooldown(Int32)
Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomProject.Cooldown
Declaration
public TBuilder SetCooldown(int cooldown)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | cooldown | InfoBox: For UI only!!! |
Returns
Type | Description |
---|---|
TBuilder |
SetIsRankUpProject(Boolean)
Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomProject.IsRankUpProject
Declaration
public TBuilder SetIsRankUpProject(bool isRankUpProject = true)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | isRankUpProject |
Returns
Type | Description |
---|---|
TBuilder |
SetMechanicalDescription(LocalString)
Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomProject.m_MechanicalDescription
Declaration
public TBuilder SetMechanicalDescription(LocalString mechanicalDescription)
Parameters
Type | Name | Description |
---|---|---|
LocalString | mechanicalDescription | You can pass in the string using a LocalizedString or the Key to a LocalizedString. |
Returns
Type | Description |
---|---|
TBuilder |
SetProjectStartCost(KingdomResourcesAmount)
Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomProject.ProjectStartCost
Declaration
public TBuilder SetProjectStartCost(KingdomResourcesAmount projectStartCost)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.Kingdom.KingdomResourcesAmount | projectStartCost |
Returns
Type | Description |
---|---|
TBuilder |
SetProjectType(KingdomProjectType)
Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomProject.ProjectType
Declaration
public TBuilder SetProjectType(KingdomProjectType projectType)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.Kingdom.Blueprints.KingdomProjectType | projectType |
Returns
Type | Description |
---|---|
TBuilder |
SetRankupProjectFor(KingdomStats.Type)
Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomProject.RankupProjectFor
Declaration
public TBuilder SetRankupProjectFor(KingdomStats.Type rankupProjectFor)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.Kingdom.KingdomStats.Type | rankupProjectFor |
Returns
Type | Description |
---|---|
TBuilder |
SetRepeatable(Boolean)
Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomProject.Repeatable
Declaration
public TBuilder SetRepeatable(bool repeatable = true)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | repeatable |
Returns
Type | Description |
---|---|
TBuilder |
SetSpendRulerTimeDays(Int32)
Sets the value of Kingmaker.Kingdom.Blueprints.BlueprintKingdomProject.SpendRulerTimeDays
Declaration
public TBuilder SetSpendRulerTimeDays(int spendRulerTimeDays)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | spendRulerTimeDays |
Returns
Type | Description |
---|---|
TBuilder |