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Class BaseKingdomProjectConfigurator<T, TBuilder>

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

Inheritance
System.Object
Configurator
RootConfigurator<T, TBuilder>
BaseBlueprintConfigurator<T, TBuilder>
BaseKingdomEventBaseConfigurator<T, TBuilder>
BaseKingdomProjectConfigurator<T, TBuilder>
KingdomProjectConfigurator
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 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

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BaseKingdomProjectConfigurator(Blueprint<BlueprintReference<T>>)

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

Methods

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AddEventItemCost(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:

  • 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.

Returns
Type Description
TBuilder
Remarks

  • Amber_ReforgeProject3b4b2c6077fab6741b63b55a274bf18c
  • KnightsEmblemChainmailProject_Enchantingbde56061db6047f9bd5db9ed3f97beb7
  • ZeorisDaggerRingProject_Enchanting0dc3a4e036064970857b3c3e296a7d94
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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:

  • 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

  • DiplomacyRankUp2Projecteec2844333716044680b3e7c4f34d638
  • LeadershipRankUp2Projectcb734f3fb88db0748876f2786fe6ae0d
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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 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<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 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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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
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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
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OnConfigureCompleted()

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