Class BaseSettlementConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.Kingdom.BlueprintSettlement.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators.Kingdom
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseSettlementConfigurator<T, TBuilder> : BaseBlueprintConfigurator<T, TBuilder> where T : BlueprintSettlement where TBuilder : BaseSettlementConfigurator<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 SourceBaseSettlementConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseSettlementConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint |
Methods
| Improve this Doc View SourceCopyFrom(Blueprint<BlueprintReference<BlueprintSettlement>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintSettlement>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Kingdom.BlueprintSettlement>> | 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<BlueprintSettlement>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintSettlement>> blueprint, params Type[] componentTypes)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Kingdom.BlueprintSettlement>> | 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();
ModifyCustomSiegeDurationDays(Action<Nullable<Int32>>)
Modifies Kingmaker.Kingdom.BlueprintSettlement.m_CustomSiegeDurationDays by invoking the provided action.
Declaration
public TBuilder ModifyCustomSiegeDurationDays(Action<int?> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<System.Nullable<System.Int32>> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifyDefaultSettlementName(Action<LocalizedString>)
Modifies Kingmaker.Kingdom.BlueprintSettlement.m_DefaultSettlementName by invoking the provided action.
Declaration
public TBuilder ModifyDefaultSettlementName(Action<LocalizedString> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.Localization.LocalizedString> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifySettlementBuildArea(Action<BlueprintAreaEnterPointReference>)
Modifies Kingmaker.Kingdom.BlueprintSettlement.m_SettlementBuildArea by invoking the provided action.
Declaration
public TBuilder ModifySettlementBuildArea(Action<BlueprintAreaEnterPointReference> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.Blueprints.BlueprintAreaEnterPointReference> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifySettlementBuildAreaWithWater(Action<BlueprintAreaEnterPointReference>)
Modifies Kingmaker.Kingdom.BlueprintSettlement.m_SettlementBuildAreaWithWater by invoking the provided action.
Declaration
public TBuilder ModifySettlementBuildAreaWithWater(Action<BlueprintAreaEnterPointReference> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.Blueprints.BlueprintAreaEnterPointReference> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifySettlementEntrance(Action<BlueprintAreaEnterPointReference>)
Modifies Kingmaker.Kingdom.BlueprintSettlement.m_SettlementEntrance by invoking the provided action.
Declaration
public TBuilder ModifySettlementEntrance(Action<BlueprintAreaEnterPointReference> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.Blueprints.BlueprintAreaEnterPointReference> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifySettlementEntrances(Action<BlueprintMultiEntrance.Reference>)
Modifies Kingmaker.Kingdom.BlueprintSettlement.m_SettlementEntrances by invoking the provided action.
Declaration
public TBuilder ModifySettlementEntrances(Action<BlueprintMultiEntrance.Reference> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.Globalmap.Blueprints.BlueprintMultiEntrance.Reference> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()
Overrides
SetCustomSettlementEntrance(Boolean)
Sets the value of Kingmaker.Kingdom.BlueprintSettlement.m_CustomSettlementEntrance
Declaration
public TBuilder SetCustomSettlementEntrance(bool customSettlementEntrance = true)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Boolean | customSettlementEntrance |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetCustomSiegeDurationDays(Int32)
Sets the value of Kingmaker.Kingdom.BlueprintSettlement.m_CustomSiegeDurationDays
Declaration
public TBuilder SetCustomSiegeDurationDays(int customSiegeDurationDays)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Int32 | customSiegeDurationDays | InfoBox: If set, settings from KingdomRoot about siege duration will be ignored |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetDefaultSettlementName(LocalString)
Sets the value of Kingmaker.Kingdom.BlueprintSettlement.m_DefaultSettlementName
Declaration
public TBuilder SetDefaultSettlementName(LocalString defaultSettlementName)
Parameters
| Type | Name | Description |
|---|---|---|
| LocalString | defaultSettlementName | You can pass in the string using a LocalizedString or the Key to a LocalizedString. |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetHasWaterSlot(Boolean)
Sets the value of Kingmaker.Kingdom.BlueprintSettlement.m_HasWaterSlot
Declaration
public TBuilder SetHasWaterSlot(bool hasWaterSlot = true)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Boolean | hasWaterSlot |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetMaxSettlementLevel(SettlementState.LevelType)
Sets the value of Kingmaker.Kingdom.BlueprintSettlement.m_MaxSettlementLevel
Declaration
public TBuilder SetMaxSettlementLevel(SettlementState.LevelType maxSettlementLevel)
Parameters
| Type | Name | Description |
|---|---|---|
| Kingmaker.Kingdom.Settlements.SettlementState.LevelType | maxSettlementLevel |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetNeedOwnMarker(Boolean)
Sets the value of Kingmaker.Kingdom.BlueprintSettlement.m_NeedOwnMarker
Declaration
public TBuilder SetNeedOwnMarker(bool needOwnMarker = true)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Boolean | needOwnMarker | InfoBox: If false, settlement marker won't be spawn, location marker will be used instead |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetSettlementBuildArea(Blueprint<BlueprintAreaEnterPointReference>)
Sets the value of Kingmaker.Kingdom.BlueprintSettlement.m_SettlementBuildArea
Declaration
public TBuilder SetSettlementBuildArea(Blueprint<BlueprintAreaEnterPointReference> settlementBuildArea)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintAreaEnterPointReference> | settlementBuildArea | InfoBox: This Area will be used for settlement management Blueprint of type BlueprintAreaEnterPoint. You can pass in the blueprint using:
|
Returns
| Type | Description |
|---|---|
| TBuilder |
SetSettlementBuildAreaWithWater(Blueprint<BlueprintAreaEnterPointReference>)
Sets the value of Kingmaker.Kingdom.BlueprintSettlement.m_SettlementBuildAreaWithWater
Declaration
public TBuilder SetSettlementBuildAreaWithWater(Blueprint<BlueprintAreaEnterPointReference> settlementBuildAreaWithWater)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintAreaEnterPointReference> | settlementBuildAreaWithWater | Blueprint of type BlueprintAreaEnterPoint. You can pass in the blueprint using:
|
Returns
| Type | Description |
|---|---|
| TBuilder |
SetSettlementEntrance(Blueprint<BlueprintAreaEnterPointReference>)
Sets the value of Kingmaker.Kingdom.BlueprintSettlement.m_SettlementEntrance
Declaration
public TBuilder SetSettlementEntrance(Blueprint<BlueprintAreaEnterPointReference> settlementEntrance)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintAreaEnterPointReference> | settlementEntrance | Blueprint of type BlueprintAreaEnterPoint. You can pass in the blueprint using:
|
Returns
| Type | Description |
|---|---|
| TBuilder |
SetSettlementEntrances(Blueprint<BlueprintMultiEntrance.Reference>)
Sets the value of Kingmaker.Kingdom.BlueprintSettlement.m_SettlementEntrances
Declaration
public TBuilder SetSettlementEntrances(Blueprint<BlueprintMultiEntrance.Reference> settlementEntrances)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Globalmap.Blueprints.BlueprintMultiEntrance.Reference> | settlementEntrances | Blueprint of type BlueprintMultiEntrance. You can pass in the blueprint using:
|
Returns
| Type | Description |
|---|---|
| TBuilder |
SetSettlementIsPrebuilt(Boolean)
Sets the value of Kingmaker.Kingdom.BlueprintSettlement.m_SettlementIsPrebuilt
Declaration
public TBuilder SetSettlementIsPrebuilt(bool settlementIsPrebuilt = true)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Boolean | settlementIsPrebuilt |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetStartLevel(SettlementState.LevelType)
Sets the value of Kingmaker.Kingdom.BlueprintSettlement.m_StartLevel
Declaration
public TBuilder SetStartLevel(SettlementState.LevelType startLevel)
Parameters
| Type | Name | Description |
|---|---|---|
| Kingmaker.Kingdom.Settlements.SettlementState.LevelType | startLevel |
Returns
| Type | Description |
|---|---|
| TBuilder |