Class BaseSettlementBuildingConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.Kingdom.Settlements.BlueprintSettlementBuilding.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators.Kingdom.Settlements
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseSettlementBuildingConfigurator<T, TBuilder> : BaseFactConfigurator<T, TBuilder> where T : BlueprintSettlementBuilding where TBuilder : BaseSettlementBuildingConfigurator<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 SourceBaseSettlementBuildingConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseSettlementBuildingConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint |
Methods
| Improve this Doc View SourceAddBuildingAdjacencyBonus(Nullable<Boolean>, List<Blueprint<BlueprintSettlementBuildingReference>>, Nullable<BuildingAdjacencyBonus.CalculationType>, Nullable<BuildingAdjacencyBonus.DistanceRequirementType>, Nullable<Boolean>, KingdomStats.Changes)
Adds Kingmaker.Kingdom.Settlements.BuildingComponents.BuildingAdjacencyBonus
Declaration
public TBuilder AddBuildingAdjacencyBonus(bool? anyBuilding = null, List<Blueprint<BlueprintSettlementBuildingReference>> buildings = null, BuildingAdjacencyBonus.CalculationType? calculation = null, BuildingAdjacencyBonus.DistanceRequirementType? distance = null, bool? noSuchBuildings = null, KingdomStats.Changes stats = null)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Nullable<System.Boolean> | anyBuilding | |
| System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintSettlementBuildingReference>> | buildings | Blueprint of type BlueprintSettlementBuilding. You can pass in the blueprint using:
|
| System.Nullable<Kingmaker.Kingdom.Settlements.BuildingComponents.BuildingAdjacencyBonus.CalculationType> | calculation | |
| System.Nullable<Kingmaker.Kingdom.Settlements.BuildingComponents.BuildingAdjacencyBonus.DistanceRequirementType> | distance | |
| System.Nullable<System.Boolean> | noSuchBuildings | InfoBox: If true, looking for opposite: there should be no building in distance to get bonus |
| Kingmaker.Kingdom.KingdomStats.Changes | stats |
Returns
| Type | Description |
|---|---|
| TBuilder |
Remarks
- Warehouseab509bc1202e3044ab58653230d66c1f
AddBuildingAttachedBuff(Blueprint<BlueprintKingdomBuffReference>, Nullable<Boolean>)
Adds Kingmaker.Kingdom.Settlements.BuildingComponents.BuildingAttachedBuff
Declaration
public TBuilder AddBuildingAttachedBuff(Blueprint<BlueprintKingdomBuffReference> buff = null, bool? onlyInRegion = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintKingdomBuffReference> | buff | Blueprint of type BlueprintKingdomBuff. You can pass in the blueprint using:
|
| System.Nullable<System.Boolean> | onlyInRegion |
Returns
| Type | Description |
|---|---|
| TBuilder |
Remarks
- AlchemistLaboratory6ecb3570375b4ff899731851bc6eb676
- InfernalForgeImproved49c4fef73ed44efab4fdde89b81bf31c
- Watchtower6cd75d70e2024eb699ad44fa2b7c942b
AddBuildingPartOfQuestObjective(List<Blueprint<BlueprintSettlementBuildingReference>>, Blueprint<BlueprintQuestObjectiveReference>)
Adds Kingmaker.Kingdom.Settlements.BuildingComponents.BuildingPartOfQuestObjective
Declaration
public TBuilder AddBuildingPartOfQuestObjective(List<Blueprint<BlueprintSettlementBuildingReference>> buildings = null, Blueprint<BlueprintQuestObjectiveReference> objective = null)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintSettlementBuildingReference>> | buildings | Blueprint of type BlueprintSettlementBuilding. You can pass in the blueprint using:
|
| Blueprint<Kingmaker.Blueprints.BlueprintQuestObjectiveReference> | objective | Blueprint of type BlueprintQuestObjective. You can pass in the blueprint using:
|
Returns
| Type | Description |
|---|---|
| TBuilder |
Remarks
- StablesMainc9a942637a18f3f4abd9d8cf320c1120
AddBuildingResourceGrowthGlobalIncrease(Nullable<Int32>, Nullable<Int32>, Nullable<Int32>, Nullable<Int32>)
Adds Kingmaker.Kingdom.Settlements.BuildingComponents.BuildingResourceGrowthGlobalIncrease
Declaration
public TBuilder AddBuildingResourceGrowthGlobalIncrease(int? basicsModifier = null, int? favorsModifier = null, int? financeModifier = null, int? modifier = null)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Nullable<System.Int32> | basicsModifier | |
| System.Nullable<System.Int32> | favorsModifier | |
| System.Nullable<System.Int32> | financeModifier | |
| System.Nullable<System.Int32> | modifier |
Returns
| Type | Description |
|---|---|
| TBuilder |
Remarks
- Palace4ed3e1448ec844b9832ecb8705bb7ccf
AddBuildingResourceGrowthIncrease(Nullable<KingdomResourcesAmount>)
Adds Kingmaker.Kingdom.Settlements.BuildingComponents.BuildingResourceGrowthIncrease
Declaration
public TBuilder AddBuildingResourceGrowthIncrease(KingdomResourcesAmount? resourcesAmount = null)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Nullable<Kingmaker.Kingdom.KingdomResourcesAmount> | resourcesAmount |
Returns
| Type | Description |
|---|---|
| TBuilder |
Remarks
- BlackMarketdf78001e89d3b2448baab7cd38c03a43
- Inne036ddec60aa6c044a5830f2e1528329
- Shrinec48d088575c044b991564d338d21205c
AddBuildingSiegeDurationIncrease(List<Blueprint<BlueprintKingdomMoraleFlag.Reference>>, Nullable<Int32>)
Adds Kingmaker.Kingdom.Settlements.BuildingComponents.BuildingSiegeDurationIncrease
Declaration
public TBuilder AddBuildingSiegeDurationIncrease(List<Blueprint<BlueprintKingdomMoraleFlag.Reference>> affectedFlags = null, int? durationDeltaInDays = null)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Collections.Generic.List<Blueprint<Kingmaker.Kingdom.Flags.BlueprintKingdomMoraleFlag.Reference>> | affectedFlags | Blueprint of type BlueprintKingdomMoraleFlag. You can pass in the blueprint using:
|
| System.Nullable<System.Int32> | durationDeltaInDays | InfoBox: Also increases morale flag neutral state duration |
Returns
| Type | Description |
|---|---|
| TBuilder |
Remarks
- Citadel9007ead8312c428e8cb0aa174dcae500
AddBuildingTacticalUnitFactBonus(Nullable<BuildingTacticalUnitFactBonus.DistanceType>, List<Blueprint<BlueprintFeatureReference>>, Nullable<Boolean>)
Adds Kingmaker.Kingdom.Settlements.BuildingComponents.BuildingTacticalUnitFactBonus
Declaration
public TBuilder AddBuildingTacticalUnitFactBonus(BuildingTacticalUnitFactBonus.DistanceType? distance = null, List<Blueprint<BlueprintFeatureReference>> features = null, bool? onlyForCurrentRegion = null)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Nullable<Kingmaker.Kingdom.Settlements.BuildingComponents.BuildingTacticalUnitFactBonus.DistanceType> | distance | |
| System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintFeatureReference>> | features | Blueprint of type BlueprintFeature. You can pass in the blueprint using:
|
| System.Nullable<System.Boolean> | onlyForCurrentRegion |
Returns
| Type | Description |
|---|---|
| TBuilder |
Remarks
- Apothecaryca05fbbbd02e4b1bae94446d60cbc739
- FightersPitCapitalad999a88f4bf459b8e144d9fc3f54f65
- TrainingGroundsCapital74e53dc8c8824430af8921967a5f1e4f
AddBuildingUnitGrowthIncrease(Nullable<Int32>, Blueprint<BlueprintUnitReference>)
Adds Kingmaker.Kingdom.Settlements.BuildingComponents.BuildingUnitGrowthIncrease
Declaration
public TBuilder AddBuildingUnitGrowthIncrease(int? count = null, Blueprint<BlueprintUnitReference> unit = null)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Nullable<System.Int32> | count | |
| Blueprint<Kingmaker.Blueprints.BlueprintUnitReference> | unit | Blueprint of type BlueprintUnit. You can pass in the blueprint using:
|
Returns
| Type | Description |
|---|---|
| TBuilder |
Remarks
- ArcheryRangeGarrison39fbb3d3476040a68477167bb907a423
- HallOfChampionsMain72048521c14e4cdc8a82d94f99a056c7
- StablesMainc9a942637a18f3f4abd9d8cf320c1120
AddEveryDayTrigger(ActionsBuilder, ConditionsBuilder, Nullable<Int32>)
Adds Kingmaker.Kingdom.Buffs.EveryDayTrigger
Declaration
public TBuilder AddEveryDayTrigger(ActionsBuilder actions = null, ConditionsBuilder condition = null, int? skipDays = null)
Parameters
| Type | Name | Description |
|---|---|---|
| ActionsBuilder | actions | |
| ConditionsBuilder | condition | |
| System.Nullable<System.Int32> | skipDays |
Returns
| Type | Description |
|---|---|
| TBuilder |
Remarks
- AutoKingdomProjectsControllerCh3b31b96dd34f8415382c8ec26787364d3
- FlagTrickster3Economy4b833c6fcdfa47918927d80edf7ef9ae
- SettlementsTracker_buff71dd611cd70443fcb04f0dce3bda76ef
AddEveryWeekTrigger(ActionsBuilder, ConditionsBuilder, Nullable<Int32>)
Adds Kingmaker.Kingdom.Buffs.EveryWeekTrigger
Declaration
public TBuilder AddEveryWeekTrigger(ActionsBuilder actions = null, ConditionsBuilder condition = null, int? skipWeeks = null)
Parameters
| Type | Name | Description |
|---|---|---|
| ActionsBuilder | actions | |
| ConditionsBuilder | condition | |
| System.Nullable<System.Int32> | skipWeeks |
Returns
| Type | Description |
|---|---|
| TBuilder |
Remarks
- FlagTrickster1Money6c97784129e5492fa08496f2d4139f22
AddKingdomAddMercenaryReroll(Nullable<Int32>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.Kingdom.Buffs.KingdomAddMercenaryReroll
Declaration
public TBuilder AddKingdomAddMercenaryReroll(int? freeRerollsToAdd = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Nullable<System.Int32> | freeRerollsToAdd | |
| 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
- ArmyGloryAmongTheMercenaries888fd9cff8cb4fe7a3194c2453ae508f
- CrusadeCasualMode32bc842045574f8abdbbe4a4bcf4cb3d
- CrusadeStoryModecd708fd765d74299a32c5438ed67d642
AddKingdomAddMercenarySlot(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)
Adds Kingmaker.Kingdom.Buffs.KingdomAddMercenarySlot
Declaration
public TBuilder AddKingdomAddMercenarySlot(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, int? slotsToAdd = 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. |
| System.Nullable<System.Int32> | slotsToAdd |
Returns
| Type | Description |
|---|---|
| TBuilder |
Remarks
- ArmyDisgruntledMercenaries254bcff0302341a4841bf282d852886e
- FlagLegend3ArmyIncome837f273349124973bcf0dd2aa2cb2f0a
- MercenaryGuildd615938461996b945810e3fbc989c460
AddLocationRadiusBuff(Blueprint<BlueprintBuffReference>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Single>)
Adds Kingmaker.Globalmap.Blueprints.LocationRadiusBuff
Declaration
public TBuilder AddLocationRadiusBuff(Blueprint<BlueprintBuffReference> buff = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, float? radius = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintBuffReference> | buff | Blueprint of type BlueprintBuff. 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. |
| System.Nullable<System.Single> | radius |
Returns
| Type | Description |
|---|---|
| TBuilder |
Remarks
- Asylum0fd24a67f41f4f63adb6e19bb526fb1f
AddOncePerSettlementRestriction()
Adds Kingmaker.Kingdom.Settlements.BuildingComponents.OncePerSettlementRestriction
Declaration
public TBuilder AddOncePerSettlementRestriction()
Returns
| Type | Description |
|---|---|
| TBuilder |
Remarks
- Apothecaryca05fbbbd02e4b1bae94446d60cbc739
- InfernalForgeImproved49c4fef73ed44efab4fdde89b81bf31c
- Warehouseab509bc1202e3044ab58653230d66c1f
AddOtherBuildingRestriction(List<Blueprint<BlueprintSettlementBuildingReference>>, Nullable<Boolean>, Nullable<Boolean>)
Adds Kingmaker.Kingdom.Settlements.BuildingComponents.OtherBuildingRestriction
Declaration
public TBuilder AddOtherBuildingRestriction(List<Blueprint<BlueprintSettlementBuildingReference>> buildings = null, bool? invert = null, bool? requireAll = null)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintSettlementBuildingReference>> | buildings | Blueprint of type BlueprintSettlementBuilding. You can pass in the blueprint using:
|
| System.Nullable<System.Boolean> | invert | |
| System.Nullable<System.Boolean> | requireAll |
Returns
| Type | Description |
|---|---|
| TBuilder |
Remarks
- Inne036ddec60aa6c044a5830f2e1528329
- InnImproved52df2fd2dad04409b68696edc5548a53
AddSpecificSettlementRestriction(Nullable<Boolean>, Blueprint<BlueprintSettlement.Reference>)
Adds Kingmaker.Kingdom.Settlements.BuildingComponents.SpecificSettlementRestriction
Declaration
public TBuilder AddSpecificSettlementRestriction(bool? not = null, Blueprint<BlueprintSettlement.Reference> settlement = null)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Nullable<System.Boolean> | not | InfoBox: If true, allows to build in any settlement except specified |
| Blueprint<Kingmaker.Kingdom.BlueprintSettlement.Reference> | settlement | Blueprint of type BlueprintSettlement. You can pass in the blueprint using:
|
Returns
| Type | Description |
|---|---|
| TBuilder |
Remarks
- Apothecaryca05fbbbd02e4b1bae94446d60cbc739
- HallOfChampionsMain72048521c14e4cdc8a82d94f99a056c7
- TrainingGroundsCapital74e53dc8c8824430af8921967a5f1e4f
AddUnlockRestriction(Blueprint<BlueprintUnlockableFlagReference>, Nullable<Boolean>)
Adds Kingmaker.Kingdom.Settlements.BuildingComponents.UnlockRestriction
Declaration
public TBuilder AddUnlockRestriction(Blueprint<BlueprintUnlockableFlagReference> flag = null, bool? mustBeLocked = null)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintUnlockableFlagReference> | flag | Blueprint of type BlueprintUnlockableFlag. You can pass in the blueprint using:
|
| System.Nullable<System.Boolean> | mustBeLocked |
Returns
| Type | Description |
|---|---|
| TBuilder |
Remarks
- BlackMarketdf78001e89d3b2448baab7cd38c03a43
- Monument50c8379f5a187374bbb9911a1fcaa198
- Warehouseab509bc1202e3044ab58653230d66c1f
CopyFrom(Blueprint<BlueprintReference<BlueprintSettlementBuilding>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintSettlementBuilding>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Kingdom.Settlements.BlueprintSettlementBuilding>> | 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<BlueprintSettlementBuilding>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintSettlementBuilding>> blueprint, params Type[] componentTypes)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Kingdom.Settlements.BlueprintSettlementBuilding>> | 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();
ModifyBuildCost(Action<KingdomResourcesAmount>)
Modifies Kingmaker.Kingdom.Settlements.BlueprintSettlementBuilding.BuildCost by invoking the provided action.
Declaration
public TBuilder ModifyBuildCost(Action<KingdomResourcesAmount> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.Kingdom.KingdomResourcesAmount> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifyCompletedPrefab(Action<PrefabLink>)
Modifies Kingmaker.Kingdom.Settlements.BlueprintSettlementBuilding.CompletedPrefab by invoking the provided action.
Declaration
public TBuilder ModifyCompletedPrefab(Action<PrefabLink> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.ResourceLinks.PrefabLink> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifyDescription(Action<LocalizedString>)
Modifies Kingmaker.Kingdom.Settlements.BlueprintSettlementBuilding.Description by invoking the provided action.
Declaration
public TBuilder ModifyDescription(Action<LocalizedString> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.Localization.LocalizedString> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifyMechanicalDescription(Action<LocalizedString>)
Modifies Kingmaker.Kingdom.Settlements.BlueprintSettlementBuilding.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 |
ModifyName(Action<LocalizedString>)
Modifies Kingmaker.Kingdom.Settlements.BlueprintSettlementBuilding.Name by invoking the provided action.
Declaration
public TBuilder ModifyName(Action<LocalizedString> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.Localization.LocalizedString> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifyStatChanges(Action<KingdomStats.Changes>)
Modifies Kingmaker.Kingdom.Settlements.BlueprintSettlementBuilding.StatChanges by invoking the provided action.
Declaration
public TBuilder ModifyStatChanges(Action<KingdomStats.Changes> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.Kingdom.KingdomStats.Changes> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifyUnfinishedPrefab(Action<PrefabLink>)
Modifies Kingmaker.Kingdom.Settlements.BlueprintSettlementBuilding.UnfinishedPrefab by invoking the provided action.
Declaration
public TBuilder ModifyUnfinishedPrefab(Action<PrefabLink> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.ResourceLinks.PrefabLink> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
ModifyUpgradesTo(Action<BlueprintSettlementBuildingReference>)
Modifies Kingmaker.Kingdom.Settlements.BlueprintSettlementBuilding.m_UpgradesTo by invoking the provided action.
Declaration
public TBuilder ModifyUpgradesTo(Action<BlueprintSettlementBuildingReference> action)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Action<Kingmaker.Blueprints.BlueprintSettlementBuildingReference> | action |
Returns
| Type | Description |
|---|---|
| TBuilder |
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()
Overrides
SetBuildCost(KingdomResourcesAmount)
Sets the value of Kingmaker.Kingdom.Settlements.BlueprintSettlementBuilding.BuildCost
Declaration
public TBuilder SetBuildCost(KingdomResourcesAmount buildCost)
Parameters
| Type | Name | Description |
|---|---|---|
| Kingmaker.Kingdom.KingdomResourcesAmount | buildCost |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetBuildTime(Int32)
Sets the value of Kingmaker.Kingdom.Settlements.BlueprintSettlementBuilding.BuildTime
Declaration
public TBuilder SetBuildTime(int buildTime)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Int32 | buildTime |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetCompletedPrefab(AssetLink<PrefabLink>)
Sets the value of Kingmaker.Kingdom.Settlements.BlueprintSettlementBuilding.CompletedPrefab
Declaration
public TBuilder SetCompletedPrefab(AssetLink<PrefabLink> completedPrefab)
Parameters
| Type | Name | Description |
|---|---|---|
| AssetLink<Kingmaker.ResourceLinks.PrefabLink> | completedPrefab | You can pass in the animation using a PrefabLink or it's AssetId. |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetDescription(LocalString)
Sets the value of Kingmaker.Kingdom.Settlements.BlueprintSettlementBuilding.Description
Declaration
public TBuilder SetDescription(LocalString description)
Parameters
| Type | Name | Description |
|---|---|---|
| LocalString | description | You can pass in the string using a LocalizedString or the Key to a LocalizedString. |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetMechanicalDescription(LocalString)
Sets the value of Kingmaker.Kingdom.Settlements.BlueprintSettlementBuilding.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 |
SetMinLevel(SettlementState.LevelType)
Sets the value of Kingmaker.Kingdom.Settlements.BlueprintSettlementBuilding.MinLevel
Declaration
public TBuilder SetMinLevel(SettlementState.LevelType minLevel)
Parameters
| Type | Name | Description |
|---|---|---|
| Kingmaker.Kingdom.Settlements.SettlementState.LevelType | minLevel |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetName(LocalString)
Sets the value of Kingmaker.Kingdom.Settlements.BlueprintSettlementBuilding.Name
Declaration
public TBuilder SetName(LocalString name)
Parameters
| Type | Name | Description |
|---|---|---|
| LocalString | name | You can pass in the string using a LocalizedString or the Key to a LocalizedString. |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetSlotSizeX(Int32)
Sets the value of Kingmaker.Kingdom.Settlements.BlueprintSettlementBuilding.SlotSizeX
Declaration
public TBuilder SetSlotSizeX(int slotSizeX)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Int32 | slotSizeX |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetSlotSizeY(Int32)
Sets the value of Kingmaker.Kingdom.Settlements.BlueprintSettlementBuilding.SlotSizeY
Declaration
public TBuilder SetSlotSizeY(int slotSizeY)
Parameters
| Type | Name | Description |
|---|---|---|
| System.Int32 | slotSizeY |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetSpecialSlot(SettlementState.SpecialSlotType)
Sets the value of Kingmaker.Kingdom.Settlements.BlueprintSettlementBuilding.SpecialSlot
Declaration
public TBuilder SetSpecialSlot(SettlementState.SpecialSlotType specialSlot)
Parameters
| Type | Name | Description |
|---|---|---|
| Kingmaker.Kingdom.Settlements.SettlementState.SpecialSlotType | specialSlot |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetStatChanges(KingdomStats.Changes)
Sets the value of Kingmaker.Kingdom.Settlements.BlueprintSettlementBuilding.StatChanges
Declaration
public TBuilder SetStatChanges(KingdomStats.Changes statChanges)
Parameters
| Type | Name | Description |
|---|---|---|
| Kingmaker.Kingdom.KingdomStats.Changes | statChanges |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetUnfinishedPrefab(AssetLink<PrefabLink>)
Sets the value of Kingmaker.Kingdom.Settlements.BlueprintSettlementBuilding.UnfinishedPrefab
Declaration
public TBuilder SetUnfinishedPrefab(AssetLink<PrefabLink> unfinishedPrefab)
Parameters
| Type | Name | Description |
|---|---|---|
| AssetLink<Kingmaker.ResourceLinks.PrefabLink> | unfinishedPrefab | You can pass in the animation using a PrefabLink or it's AssetId. |
Returns
| Type | Description |
|---|---|
| TBuilder |
SetUpgradesTo(Blueprint<BlueprintSettlementBuildingReference>)
Sets the value of Kingmaker.Kingdom.Settlements.BlueprintSettlementBuilding.m_UpgradesTo
Declaration
public TBuilder SetUpgradesTo(Blueprint<BlueprintSettlementBuildingReference> upgradesTo)
Parameters
| Type | Name | Description |
|---|---|---|
| Blueprint<Kingmaker.Blueprints.BlueprintSettlementBuildingReference> | upgradesTo | Blueprint of type BlueprintSettlementBuilding. You can pass in the blueprint using:
|
Returns
| Type | Description |
|---|---|
| TBuilder |