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Class BaseSettlementConfigurator<T, TBuilder>

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

Inheritance
System.Object
Configurator
RootConfigurator<T, TBuilder>
BaseBlueprintConfigurator<T, TBuilder>
BaseSettlementConfigurator<T, TBuilder>
SettlementConfigurator
Inherited Members
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 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

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BaseSettlementConfigurator(Blueprint<BlueprintReference<T>>)

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

Methods

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CopyFrom(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 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<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 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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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
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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
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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
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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
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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
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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
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OnConfigureCompleted()

Declaration
protected override void OnConfigureCompleted()
Overrides
BlueprintCore.Blueprints.CustomConfigurators.RootConfigurator<T, TBuilder>.OnConfigureCompleted()
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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
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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
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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
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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
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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
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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&apos;t be spawn, location marker will be used instead

Returns
Type Description
TBuilder
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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:

  • 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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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:

  • 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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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:

  • 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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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:

  • 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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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
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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
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In This Article
  • Constructors
    • BaseSettlementConfigurator(Blueprint<BlueprintReference<T>>)
  • Methods
    • CopyFrom(Blueprint<BlueprintReference<BlueprintSettlement>>, Predicate<BlueprintComponent>)
    • CopyFrom(Blueprint<BlueprintReference<BlueprintSettlement>>, Type[])
    • ModifyCustomSiegeDurationDays(Action<Nullable<Int32>>)
    • ModifyDefaultSettlementName(Action<LocalizedString>)
    • ModifySettlementBuildArea(Action<BlueprintAreaEnterPointReference>)
    • ModifySettlementBuildAreaWithWater(Action<BlueprintAreaEnterPointReference>)
    • ModifySettlementEntrance(Action<BlueprintAreaEnterPointReference>)
    • ModifySettlementEntrances(Action<BlueprintMultiEntrance.Reference>)
    • OnConfigureCompleted()
    • SetCustomSettlementEntrance(Boolean)
    • SetCustomSiegeDurationDays(Int32)
    • SetDefaultSettlementName(LocalString)
    • SetHasWaterSlot(Boolean)
    • SetMaxSettlementLevel(SettlementState.LevelType)
    • SetNeedOwnMarker(Boolean)
    • SetSettlementBuildArea(Blueprint<BlueprintAreaEnterPointReference>)
    • SetSettlementBuildAreaWithWater(Blueprint<BlueprintAreaEnterPointReference>)
    • SetSettlementEntrance(Blueprint<BlueprintAreaEnterPointReference>)
    • SetSettlementEntrances(Blueprint<BlueprintMultiEntrance.Reference>)
    • SetSettlementIsPrebuilt(Boolean)
    • SetStartLevel(SettlementState.LevelType)
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