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Class BaseSettlementBuildingConfigurator<T, TBuilder>

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

Inheritance
System.Object
Configurator
RootConfigurator<T, TBuilder>
BaseBlueprintConfigurator<T, TBuilder>
BaseFactConfigurator<T, TBuilder>
BaseSettlementBuildingConfigurator<T, TBuilder>
SettlementBuildingConfigurator
Inherited Members
BaseFactConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintFact>>, Type[])
BaseFactConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintFact>>, Predicate<BlueprintComponent>)
BaseFactConfigurator<T, TBuilder>.AddComponentsList(Blueprint<BlueprintComponentListReference>)
BaseFactConfigurator<T, TBuilder>.AddBuffActions(ActionsBuilder, ActionsBuilder, ActionsBuilder, ActionsBuilder)
BaseFactConfigurator<T, TBuilder>.AddFactContextActions(ActionsBuilder, ActionsBuilder, ActionsBuilder, ActionsBuilder)
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.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

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BaseSettlementBuildingConfigurator(Blueprint<BlueprintReference<T>>)

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

Methods

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AddBuildingAdjacencyBonus(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:

  • 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.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
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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:

  • 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.Nullable<System.Boolean> onlyInRegion
Returns
Type Description
TBuilder
Remarks

  • AlchemistLaboratory6ecb3570375b4ff899731851bc6eb676
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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:

  • 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.

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

  • StablesMainc9a942637a18f3f4abd9d8cf320c1120
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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
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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
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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:

  • 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.Nullable<System.Int32> durationDeltaInDays

InfoBox: Also increases morale flag neutral state duration

Returns
Type Description
TBuilder
Remarks

  • Citadel9007ead8312c428e8cb0aa174dcae500
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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:

  • 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.Nullable<System.Boolean> onlyForCurrentRegion
Returns
Type Description
TBuilder
Remarks

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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:

  • 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

  • ArcheryRangeGarrison39fbb3d3476040a68477167bb907a423
  • HallOfChampionsMain72048521c14e4cdc8a82d94f99a056c7
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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
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  • SettlementsTracker_buff71dd611cd70443fcb04f0dce3bda76ef
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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
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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
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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
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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:

  • 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.

System.Nullable<System.Single> radius
Returns
Type Description
TBuilder
Remarks

  • Asylum0fd24a67f41f4f63adb6e19bb526fb1f
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AddOncePerSettlementRestriction()

Adds Kingmaker.Kingdom.Settlements.BuildingComponents.OncePerSettlementRestriction

Declaration
public TBuilder AddOncePerSettlementRestriction()
Returns
Type Description
TBuilder
Remarks

  • Apothecaryca05fbbbd02e4b1bae94446d60cbc739
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  • Warehouseab509bc1202e3044ab58653230d66c1f
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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:

  • 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.Nullable<System.Boolean> invert
System.Nullable<System.Boolean> requireAll
Returns
Type Description
TBuilder
Remarks

  • Inne036ddec60aa6c044a5830f2e1528329
  • InnImproved52df2fd2dad04409b68696edc5548a53
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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:

  • 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

  • Apothecaryca05fbbbd02e4b1bae94446d60cbc739
  • HallOfChampionsMain72048521c14e4cdc8a82d94f99a056c7
  • TrainingGroundsCapital74e53dc8c8824430af8921967a5f1e4f
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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:

  • 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.Nullable<System.Boolean> mustBeLocked
Returns
Type Description
TBuilder
Remarks

  • BlackMarketdf78001e89d3b2448baab7cd38c03a43
  • Monument50c8379f5a187374bbb9911a1fcaa198
  • Warehouseab509bc1202e3044ab58653230d66c1f
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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 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<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 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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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
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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
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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
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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
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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
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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
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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
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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
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OnConfigureCompleted()

Declaration
protected override void OnConfigureCompleted()
Overrides
BlueprintCore.Blueprints.CustomConfigurators.RootConfigurator<T, TBuilder>.OnConfigureCompleted()
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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:

  • 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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