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Class RootConfigurator

Configurator for Kingmaker.Blueprints.Root.BlueprintRoot.

Inheritance
System.Object
Configurator
RootConfigurator<Kingmaker.Blueprints.Root.BlueprintRoot, RootConfigurator>
BaseBlueprintConfigurator<Kingmaker.Blueprints.Root.BlueprintRoot, RootConfigurator>
BaseRootConfigurator<Kingmaker.Blueprints.Root.BlueprintRoot, RootConfigurator>
RootConfigurator
Inherited Members
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.CopyFrom(Blueprint<BlueprintReference<BlueprintRoot>>, Type[])
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.CopyFrom(Blueprint<BlueprintReference<BlueprintRoot>>, Predicate<BlueprintComponent>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetDefaultPlayerCharacter(Blueprint<BlueprintUnitReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyDefaultPlayerCharacter(Action<BlueprintUnitReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetSelectablePlayerCharacters(Blueprint<BlueprintUnitReference>[])
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.AddToSelectablePlayerCharacters(Blueprint<BlueprintUnitReference>[])
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.RemoveFromSelectablePlayerCharacters(Blueprint<BlueprintUnitReference>[])
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.RemoveFromSelectablePlayerCharacters(Func<BlueprintUnitReference, Boolean>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ClearSelectablePlayerCharacters()
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifySelectablePlayerCharacters(Action<BlueprintUnitReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetPlayerFaction(Blueprint<BlueprintFactionReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyPlayerFaction(Action<BlueprintFactionReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetCompanionsAI(Boolean)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetKingFlag(Blueprint<BlueprintUnlockableFlagReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyKingFlag(Action<BlueprintUnlockableFlagReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetMinProjectileMissDeviation(Single)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetMaxProjectileMissDeviation(Single)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetHumanAnimationSet(AnimationSet)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyHumanAnimationSet(Action<AnimationSet>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetNewGamePreset(Blueprint<BlueprintAreaPresetReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyNewGamePreset(Action<BlueprintAreaPresetReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetStartGameActions(ActionsBuilder)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyStartGameActions(Action<ActionList>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetDialog(DialogRoot)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyDialog(Action<DialogRoot>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetCheats(CheatRoot)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyCheats(Action<CheatRoot>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetRE(Blueprint<RandomEncountersRootReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyRE(Action<RandomEncountersRootReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetGlobalMap(GlobalMapRoot)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyGlobalMap(Action<GlobalMapRoot>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetProgression(ProgressionRoot)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyProgression(Action<ProgressionRoot>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetCharGen(CharGenRoot)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyCharGen(Action<CharGenRoot>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetPrefabs(Prefabs)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyPrefabs(Action<Prefabs>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetOccludedCharacterColors(OccludedCharacterColors)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyOccludedCharacterColors(Action<OccludedCharacterColors>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetUIRoot(UIRoot)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyUIRoot(Action<UIRoot>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetQuests(QuestsRoot)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyQuests(Action<QuestsRoot>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetVendors(VendorsRoot)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyVendors(Action<VendorsRoot>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetSystemMechanics(SystemMechanicsRoot)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifySystemMechanics(Action<SystemMechanicsRoot>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetStatusBuffs(StatusBuffsRoot)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyStatusBuffs(Action<StatusBuffsRoot>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetCursors(CursorRoot)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyCursors(Action<CursorRoot>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetWeatherSettings(WeatherRoot)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyWeatherSettings(Action<WeatherRoot>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetDlcSettings(DlcRoot)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyDlcSettings(Action<DlcRoot>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetNewGameSettings(NewGameRoot)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyNewGameSettings(Action<NewGameRoot>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetSurfaceTypeData(SurfaceTypeData)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifySurfaceTypeData(Action<SurfaceTypeData>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetInvisibleKittenUnit(Blueprint<BlueprintUnitReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyInvisibleKittenUnit(Action<BlueprintUnitReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetOptimizationDummyUnit(AssetLink<PrefabLink>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyOptimizationDummyUnit(Action<PrefabLink>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetCoinItem(Blueprint<BlueprintItemReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyCoinItem(Action<BlueprintItemReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetLocalizedTexts(LocalizedTexts)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyLocalizedTexts(Action<LocalizedTexts>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetSettingsRoot(UISettingsRoot)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifySettingsRoot(Action<UISettingsRoot>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetUIPhotoModeRoot(UIPhotoModeRoot)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyUIPhotoModeRoot(Action<UIPhotoModeRoot>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetPhotoModeRoot(Blueprint<BlueprintPhotoModeRootReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyPhotoModeRoot(Action<BlueprintPhotoModeRootReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetDifficultyList(DifficultyPresetsList)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyDifficultyList(Action<DifficultyPresetsList>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetSettingsValues(SettingsValues)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifySettingsValues(Action<SettingsValues>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetPhotoModeValues(PhotoModeValues)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyPhotoModeValues(Action<PhotoModeValues>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetStealthEffectPrefab(Asset<GameObject>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyStealthEffectPrefab(Action<GameObject>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetExitStealthEffectPrefab(Asset<GameObject>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyExitStealthEffectPrefab(Action<GameObject>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetWeaponModelSizing(WeaponModelSizeSettings)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyWeaponModelSizing(Action<WeaponModelSizeSettings>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetBeltItemModelSizing(BeltItemModelSizeSettings)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyBeltItemModelSizing(Action<BeltItemModelSizeSettings>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetMountModelSizing(MountModelSizeSetting)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyMountModelSizing(Action<MountModelSizeSetting>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetSound(SoundRoot)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifySound(Action<SoundRoot>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetCutscenesRoot(Blueprint<CutscenesRoot.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyCutscenesRoot(Action<CutscenesRoot.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetTimelineRoot(Blueprint<BlueprintTimelineRoot.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyTimelineRoot(Action<BlueprintTimelineRoot.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetKingdom(Blueprint<KingdomRootReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyKingdom(Action<KingdomRootReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetCorruptionRoot(Blueprint<BlueprintCorruptionRoot.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyCorruptionRoot(Action<BlueprintCorruptionRoot.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetArmyRoot(Blueprint<ArmyRootReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyArmyRoot(Action<ArmyRootReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetCraftRoot(Blueprint<CraftRoot.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyCraftRoot(Action<CraftRoot.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetLeadersRoot(Blueprint<LeadersRootReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyLeadersRoot(Action<LeadersRootReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetMoraleRoot(Blueprint<MoraleRoot.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyMoraleRoot(Action<MoraleRoot.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetTacticalCombat(Blueprint<BlueprintTacticalCombatRoot.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyTacticalCombat(Action<BlueprintTacticalCombatRoot.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetCalendar(CalendarRoot)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyCalendar(Action<CalendarRoot>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetFormations(Blueprint<FormationsRootReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyFormations(Action<FormationsRootReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetRazerColorData(RazerColorData)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyRazerColorData(Action<RazerColorData>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetScenesRoot(Blueprint<ScenesRootReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyScenesRoot(Action<ScenesRootReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetAnimation(AnimationRoot)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyAnimation(Action<AnimationRoot>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetCamping(CampingRoot)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyCamping(Action<CampingRoot>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetFxRoot(Blueprint<FxRootReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyFxRoot(Action<FxRootReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetHitSystemRoot(Blueprint<HitSystemRootReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyHitSystemRoot(Action<HitSystemRootReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetPlayerUpgradeActions(Blueprint<PlayerUpgradeActionsRoot.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyPlayerUpgradeActions(Action<PlayerUpgradeActionsRoot.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetCustomCompanion(Blueprint<BlueprintUnitReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyCustomCompanion(Action<BlueprintUnitReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetBuffForRest(Blueprint<BlueprintBuffReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyBuffForRest(Action<BlueprintBuffReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetCustomCompanionBaseCost(Int32)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetStandartPerceptionRadius(Int32)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetAreaEffectAutoDestroySeconds(Int32)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetAnnoyingConditionsAutoDestroySeconds(Int32)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetDefaultDissolveTexture(Asset<Texture2D>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyDefaultDissolveTexture(Action<Texture2D>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetAchievements(AchievementsRoot)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyAchievements(Action<AchievementsRoot>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetCombat(CombatRoot)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyCombat(Action<CombatRoot>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetUnitTypes(Blueprint<BlueprintUnitTypeReference>[])
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.AddToUnitTypes(Blueprint<BlueprintUnitTypeReference>[])
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.RemoveFromUnitTypes(Blueprint<BlueprintUnitTypeReference>[])
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.RemoveFromUnitTypes(Func<BlueprintUnitTypeReference, Boolean>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ClearUnitTypes()
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyUnitTypes(Action<BlueprintUnitTypeReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetTestUIStyles(TestUIStylesRoot)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyTestUIStyles(Action<TestUIStylesRoot>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetDungeon(Blueprint<BlueprintDungeonRootReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyDungeon(Action<BlueprintDungeonRootReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetPersonageLimits(Blueprint<BlueprintPersonageLimitsReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyPersonageLimits(Action<BlueprintPersonageLimitsReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetConsoleRoot(Blueprint<ConsoleRootReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyConsoleRoot(Action<ConsoleRootReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetBlueprintTrapSettingsRoot(Blueprint<BlueprintTrapSettingsRootReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyBlueprintTrapSettingsRoot(Action<BlueprintTrapSettingsRootReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetInteractionRoot(Blueprint<BlueprintInteractionRoot.Referense>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyInteractionRoot(Action<BlueprintInteractionRoot.Referense>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetBlueprintMythicsSettingsReference(Blueprint<BlueprintMythicsSettingsReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyBlueprintMythicsSettingsReference(Action<BlueprintMythicsSettingsReference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetCustomAiConsiderations(Blueprint<CustomAiConsiderationsRoot.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyCustomAiConsiderations(Action<CustomAiConsiderationsRoot.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetBlueprintBugReportTutorialReference(Blueprint<BlueprintTutorial.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyBlueprintBugReportTutorialReference(Action<BlueprintTutorial.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetSpellSchoolRoot(Blueprint<SpellSchoolRoot.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifySpellSchoolRoot(Action<SpellSchoolRoot.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetSettingsWindowConfig(Blueprint<SettingsWindowConfig.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifySettingsWindowConfig(Action<SettingsWindowConfig.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetGameUIConfig(Blueprint<GameUIConfig.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyGameUIConfig(Action<GameUIConfig.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetOverrideLegacyUnits(Blueprint<OverrideLegacyUnits.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyOverrideLegacyUnits(Action<OverrideLegacyUnits.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.SetPSNObjects(Blueprint<BlueprintPSNObjectsRoot.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.ModifyPSNObjects(Action<BlueprintPSNObjectsRoot.Reference>)
BaseRootConfigurator<BlueprintRoot, RootConfigurator>.OnConfigureCompleted()
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>>, Type[])
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>>, Predicate<BlueprintComponent>)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddDlcCondition(Blueprint<BlueprintDlcRewardReference>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddBuffOnCorruptionClear(Blueprint<BlueprintBuffReference>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddIgnoreArmorGroupComponent(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddPrerequisiteConditionForWeaponCategory(Condition, List<WeaponCategory>)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddDamageDecline(Nullable<DamageDeclineType>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddPlayerLeaveCombatTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddTimerContextActions(ActionsBuilder, Nullable<Single>, Nullable<TimeSpan>, Nullable<Boolean>)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddCustomImmuneMessageComponent(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, GameLogMessage)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddInitiatorAttackRollTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponCategory>)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.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<BlueprintRoot, RootConfigurator>.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<BlueprintRoot, RootConfigurator>.AddTargetBeforeAttackRollTrigger(ActionsBuilder, ActionsBuilder, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<Boolean>, Nullable<SpellDescriptorWrapper>)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.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<BlueprintRoot, RootConfigurator>.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<BlueprintRoot, RootConfigurator>.AdditionalStatBonusOnAttackDamage(Nullable<Single>, Nullable<WeaponCategory>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<ConditionEnum>, Nullable<ConditionEnum>, Nullable<GripType>)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddAllAttacksEnhancement(Nullable<Int32>, Nullable<ModifierDescriptor>)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.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<BlueprintRoot, RootConfigurator>.AddMarkUsableWhileCan(ConditionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddArmyBattleResultsTrigger(Nullable<RegionId>, Blueprint<BlueprintArmyLeaderReference>, List<Blueprint<BlueprintArmyPresetReference>>, Nullable<ArmyType>, Nullable<Boolean>, ActionsBuilder, ActionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddKingdomRegionClaimedTrigger(ActionsBuilder, List<Blueprint<BlueprintRegionReference>>)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddSettlementSiegeTrigger(ActionsBuilder, ActionsBuilder, ActionsBuilder, Blueprint<BlueprintGlobalMapPointReference>, Nullable<Boolean>)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddArmyUnitRecruitedTrigger(ActionsBuilder, Nullable<ArmyProperties>, List<Blueprint<BlueprintUnitReference>>, Nullable<Boolean>, Nullable<Boolean>, Nullable<MercenariesIncludeOption>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddLeaderRecruitedTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddSummonUnitsAfterArmyBattle(SummonUnitsAfterArmyBattle.SummonGroup[], Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddGarrisonDefeatedTrigger(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddPlayerVisitGlobalMapLocationTrigger(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddOnIsleStateEnterTrigger(ActionsBuilder, IsleEvaluator, String)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddOnIsleStateExitTrigger(ActionsBuilder, IsleEvaluator, String)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddActivateTrigger(ActionsBuilder, Nullable<Boolean>, ConditionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddAreaDidLoadTrigger(ActionsBuilder, ConditionsBuilder)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddDeactivateTrigger(ActionsBuilder, ConditionsBuilder)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddDeviceInteractionTrigger(ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddEvaluatedUnitCombatTrigger(ActionsBuilder, Nullable<Boolean>, UnitEvaluator)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddEvaluatedUnitDeathTrigger(ActionsBuilder, Nullable<Boolean>, UnitEvaluator)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddEvaluatedUnitHealthTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Int32>, Nullable<Boolean>, UnitEvaluator)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddExperienceTrigger(ActionsBuilder, ConditionsBuilder, Nullable<Int32>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddGenericInteractionTrigger(ActionsBuilder, EntityReference, ActionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddItemInContainerTrigger(Blueprint<BlueprintItemReference>, MapObjectEvaluator, ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddLevelUpTrigger(ActionsBuilder, ConditionsBuilder, UnitEvaluator, Nullable<LevelUpTrigger.UnitEntryType>)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddPartyInventoryTrigger(Blueprint<BlueprintItemReference>, ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddPerceptionTrigger(MapObjectEvaluator, ActionsBuilder, UnitEvaluator)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddRestTrigger(ActionsBuilder, ConditionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<RestResult>)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddScriptZoneTrigger(ActionsBuilder, ConditionsBuilder, ActionsBuilder, ConditionsBuilder, EntityReference, String)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddSpawnUnitTrigger(ActionsBuilder, Blueprint<BlueprintUnitReference>)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddSpellCastTrigger(ActionsBuilder, EntityReference, List<Blueprint<BlueprintAbilityReference>>)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddSummonPoolTrigger(ActionsBuilder, Nullable<SummonPoolTrigger.ChangeTypes>, ConditionsBuilder, Nullable<Int32>, Blueprint<BlueprintSummonPoolReference>)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddTimeOfDayChangedTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddUIEventTrigger(ActionsBuilder, ConditionsBuilder, Nullable<UIEventType>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddUnitHealthTrigger(ActionsBuilder, Nullable<Int32>, Blueprint<BlueprintUnitReference>)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddTrapTrigger(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, ActionsBuilder, ActionsBuilder, MapObjectEvaluator)
BaseBlueprintConfigurator<BlueprintRoot, RootConfigurator>.AddVendorDealTrigger(ActionsBuilder, Nullable<VendorDealTrigger.DealType>, Blueprint<BlueprintItemReference>, UnitEvaluator)
RootConfigurator<BlueprintRoot, RootConfigurator>.Logger
RootConfigurator<BlueprintRoot, RootConfigurator>.Self
RootConfigurator<BlueprintRoot, RootConfigurator>.Blueprint
RootConfigurator<BlueprintRoot, RootConfigurator>.Configured
RootConfigurator<BlueprintRoot, RootConfigurator>.ConfigureDelayedBlueprints()
RootConfigurator<BlueprintRoot, RootConfigurator>.Configure(Boolean)
RootConfigurator<BlueprintRoot, RootConfigurator>.AddComponent(BlueprintComponent)
RootConfigurator<BlueprintRoot, RootConfigurator>.AddComponent<C>(Action<C>)
RootConfigurator<BlueprintRoot, RootConfigurator>.AddUniqueComponent(BlueprintComponent, ComponentMerge, Action<BlueprintComponent, BlueprintComponent>)
RootConfigurator<BlueprintRoot, RootConfigurator>.EditComponent<C>(Action<C>)
RootConfigurator<BlueprintRoot, RootConfigurator>.EditComponents<C>(Action<C>, Func<C, Boolean>)
RootConfigurator<BlueprintRoot, RootConfigurator>.RemoveComponents(Func<BlueprintComponent, Boolean>)
RootConfigurator<BlueprintRoot, RootConfigurator>.OnConfigure(Action<BlueprintRoot>[])
RootConfigurator<BlueprintRoot, RootConfigurator>.OnConfigureInternal(Action<BlueprintRoot>[])
RootConfigurator<BlueprintRoot, RootConfigurator>.Validate(Object)
Namespace: BlueprintCore.Blueprints.Configurators.Root
Assembly: BlueprintCore.dll
Syntax
public class RootConfigurator : BaseRootConfigurator<BlueprintRoot, RootConfigurator>
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.

Methods

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CopyFrom(Blueprint<BlueprintReference<BlueprintRoot>>, Predicate<BlueprintComponent>)

Copies fields and components of the specified types from the blueprint.

Declaration
public RootConfigurator CopyFrom(Blueprint<BlueprintReference<BlueprintRoot>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.Root.BlueprintRoot>> 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
RootConfigurator
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<BlueprintRoot>>, Type[])

Copies fields and components of the specified types from the blueprint.

Declaration
public RootConfigurator CopyFrom(Blueprint<BlueprintReference<BlueprintRoot>> blueprint, params Type[] componentTypes)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.Root.BlueprintRoot>> 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
RootConfigurator
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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For(Blueprint<BlueprintReference<BlueprintRoot>>)

Returns a configurator to modify the specified blueprint.

Declaration
public static RootConfigurator For(Blueprint<BlueprintReference<BlueprintRoot>> blueprint)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Blueprints.Root.BlueprintRoot>> blueprint
Returns
Type Description
RootConfigurator
Remarks

Use this to modify existing blueprints, such as blueprints from the base game.

If you're using WrathModificationTemplate blueprints defined in JSON already exist.

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New(String, String)

Creates a new blueprint and returns a new configurator to modify it.

Declaration
public static RootConfigurator New(string name, string guid)
Parameters
Type Name Description
System.String name
System.String guid
Returns
Type Description
RootConfigurator
Remarks

After creating a blueprint with this method you can use either name or GUID to reference the blueprint in BlueprintCore API calls.

An implicit cast converts the string to Blueprint<TRef>, exposing the blueprint instance and its reference.

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