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Class TutorialConfigurator

Configurator for Kingmaker.Tutorial.BlueprintTutorial.

Inheritance
System.Object
Configurator
RootConfigurator<Kingmaker.Tutorial.BlueprintTutorial, TutorialConfigurator>
BaseBlueprintConfigurator<Kingmaker.Tutorial.BlueprintTutorial, TutorialConfigurator>
BaseFactConfigurator<Kingmaker.Tutorial.BlueprintTutorial, TutorialConfigurator>
BaseTutorialConfigurator<Kingmaker.Tutorial.BlueprintTutorial, TutorialConfigurator>
TutorialConfigurator
Inherited Members
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.CopyFrom(Blueprint<BlueprintReference<BlueprintTutorial>>, Type[])
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.CopyFrom(Blueprint<BlueprintReference<BlueprintTutorial>>, Predicate<BlueprintComponent>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.SetPicture(AssetLink<SpriteLink>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.ModifyPicture(Action<SpriteLink>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.SetVideo(AssetLink<VideoLink>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.ModifyVideo(Action<VideoLink>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.SetXBox(BlueprintTutorial.VisualOverride)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.ModifyXBox(Action<BlueprintTutorial.VisualOverride>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.SetPS4(BlueprintTutorial.VisualOverride)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.ModifyPS4(Action<BlueprintTutorial.VisualOverride>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.SetBlueprintTutorialConsoleRef(Blueprint<BlueprintTutorial.Reference>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.ModifyBlueprintTutorialConsoleRef(Action<BlueprintTutorial.Reference>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.SetTitleText(LocalString)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.ModifyTitleText(Action<LocalizedString>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.SetTriggerText(LocalString)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.ModifyTriggerText(Action<LocalizedString>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.SetDescriptionText(LocalString)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.ModifyDescriptionText(Action<LocalizedString>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.SetSolutionFoundText(LocalString)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.ModifySolutionFoundText(Action<LocalizedString>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.SetSolutionNotFoundText(LocalString)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.ModifySolutionNotFoundText(Action<LocalizedString>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.SetTag(TutorialTag)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.SetPriority(Int32)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.SetLimit(Int32)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.SetFrequency(Int32)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.SetSetCooldown(Boolean)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.SetIgnoreCooldown(Boolean)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.SetWindowed(Boolean)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.SetDisableAnalyticsTracking(Boolean)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.SetEncyclopediaReference(Blueprint<BlueprintEncyclopediaPageReference>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.ModifyEncyclopediaReference(Action<BlueprintEncyclopediaPageReference>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialPage(LocalString, BlueprintTutorial.VisualOverride, AssetLink<SpriteLink>, BlueprintTutorial.VisualOverride, LocalString, LocalString, LocalString, LocalString, AssetLink<VideoLink>, BlueprintTutorial.VisualOverride)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerAbilityDamage(Nullable<DirectlyControllableUnitRequirement>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerAffectedByAreaEffect(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<SpellDescriptorWrapper>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerArcaneSpellFailure(Nullable<DirectlyControllableUnitRequirement>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerAreaLoaded(Blueprint<BlueprintAreaReference>, ConditionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerArmorCheckPenalty(Nullable<DirectlyControllableUnitRequirement>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Single>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerArmorDexBonusLimiter(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerAttackFlatFootedTarget(Nullable<DirectlyControllableUnitRequirement>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerAttackOfOpportunity(Nullable<DirectlyControllableUnitRequirement>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerBuffAttached(List<Blueprint<BlueprintBuffReference>>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<SpellDescriptorWrapper>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerCanBuffAlly(Blueprint<BlueprintAbilityReference>, Nullable<Boolean>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, List<Blueprint<BlueprintAreaReference>>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerCanReadScrollByNPC(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, List<Blueprint<BlueprintItemEquipmentUsableReference>>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerConditionImmunity(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerCriticalHit(Nullable<DirectlyControllableUnitRequirement>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerDamageAllyWithSpell(Nullable<DirectlyControllableUnitRequirement>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, List<Blueprint<BlueprintAbilityReference>>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerDamageFromWeapon(Nullable<Boolean>, Nullable<Boolean>, Nullable<DirectlyControllableUnitRequirement>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, TutorialContext, Nullable<Boolean>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerDamageReduction(Nullable<Boolean>, Nullable<DirectlyControllableUnitRequirement>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerDeathDoor(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerDialogMythicAnswer(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerEmptySkillSlotOnRest(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerEnemyHasAnyFact(List<Blueprint<BlueprintUnitFactReference>>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerEnemyHasBlindsight(List<Blueprint<BlueprintBuffReference>>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Buff, UnitEntityData)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerEnemyHasFact(Nullable<Boolean>, Blueprint<BlueprintUnitFactReference>, List<Blueprint<BlueprintAbilityReference>>, UnitEntityData)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerEnemyHasRegeneration(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerEnergyDrain(Nullable<DirectlyControllableUnitRequirement>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerEnergyImmunity(Nullable<DirectlyControllableUnitRequirement>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerEnergyResistance(Nullable<DirectlyControllableUnitRequirement>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerExtraAttackAfterLevelUp(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>, Nullable<Int32>, UnitEntityData)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerFormationChangedBadly(Nullable<GameDifficultyOption>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Single>, Nullable<Boolean>, Nullable<Int32>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerHaveBetterEquipment(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerHealEnemyWithSpell(Nullable<DirectlyControllableUnitRequirement>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, List<Blueprint<BlueprintAbilityReference>>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerHealingScroll(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Single>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerItemIdentificationFailed(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerKingdomManagementOpened(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerKingdomTabSelected(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<KingdomNavigationType>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerLowHitPoints(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Single>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerMemorizeSpontaneousSpell(Blueprint<BlueprintCharacterClassReference>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerMissingPreciseShot(Nullable<DirectlyControllableUnitRequirement>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerMissingTwoWeaponFighting(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerMountAnimal(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerMultipleUnitsCondition(Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>, Nullable<UnitCondition>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerNewCrusaderArmy(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerNewGripFlexibleWeapon(Blueprint<BlueprintItemEnchantmentReference>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerNewItemWithEnchantment(Blueprint<BlueprintItemEnchantmentReference>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerNewNotLearnedScroll(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerNewRecipe(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerNewRodItem(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Metamagic>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerNewSpellWithoutRequiredMaterial(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerNewWand(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, List<Blueprint<BlueprintAbilityReference>>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerNoAutocastSpell(List<Blueprint<BlueprintUnitReference>>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, List<Blueprint<BlueprintAbilityReference>>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerNonStackBonus(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerOpenArmyRecruit(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerOpenRestUI(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerPartyEncumbrance(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Encumbrance>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerSavingThrow(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerSkillCheck(Nullable<DirectlyControllableUnitRequirement>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<StatType>, Nullable<Boolean>, Nullable<TutorialTriggerSkillCheck.ResultType>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerSneakAttack(Nullable<DirectlyControllableUnitRequirement>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerSpellResistance(Nullable<SpellDescriptorWrapper>, Nullable<DirectlyControllableUnitRequirement>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<TutorialTriggerSpellResistance.Target>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerTacticalCombatEnd(Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerTacticalCombatStart(Nullable<Boolean>, List<Blueprint<BlueprintUnitReference>>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<Boolean>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerTargetRestriction(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerTouchAC(Nullable<DirectlyControllableUnitRequirement>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>, Nullable<Int32>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerTurnBaseModeActivated(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerUIEvent(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<UIEventType>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerUnitCondition(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<UnitCondition>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerUnitDeath(Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerUnitDiedWithoutBardPerformance(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, List<Blueprint<BlueprintActivatableAbilityReference>>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerUnitEncumbrance(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Encumbrance>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerUnitLostAlignmentFeature(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialTriggerUnitWithSneakAttackJoinParty(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialSolverBestWeaponAgainstTarget(Nullable<Boolean>, Nullable<Boolean>, List<Blueprint<BlueprintWeaponEnchantmentReference>>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialSolverSpellFromList(Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, List<Blueprint<BlueprintAbilityReference>>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialSolverSpellWithDamage(Nullable<Boolean>, Nullable<AttackTypeFlag>, Nullable<Boolean>, Nullable<Boolean>, List<Blueprint<BlueprintAbilityReference>>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<Boolean>, Nullable<SpellDescriptorWrapper>, Nullable<Boolean>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTutorialSolverSpellWithDescriptor(Nullable<Boolean>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<SpellDescriptorWrapper>)
BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>.OnConfigureCompleted()
BaseFactConfigurator<BlueprintTutorial, TutorialConfigurator>.CopyFrom(Blueprint<BlueprintReference<BlueprintFact>>, Type[])
BaseFactConfigurator<BlueprintTutorial, TutorialConfigurator>.CopyFrom(Blueprint<BlueprintReference<BlueprintFact>>, Predicate<BlueprintComponent>)
BaseFactConfigurator<BlueprintTutorial, TutorialConfigurator>.AddComponentsList(Blueprint<BlueprintComponentListReference>)
BaseFactConfigurator<BlueprintTutorial, TutorialConfigurator>.AddBuffActions(ActionsBuilder, ActionsBuilder, ActionsBuilder, ActionsBuilder)
BaseFactConfigurator<BlueprintTutorial, TutorialConfigurator>.AddFactContextActions(ActionsBuilder, ActionsBuilder, ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>>, Type[])
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>>, Predicate<BlueprintComponent>)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddDlcCondition(Blueprint<BlueprintDlcRewardReference>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddBuffOnCorruptionClear(Blueprint<BlueprintBuffReference>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddIgnoreArmorGroupComponent(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddPrerequisiteConditionForWeaponCategory(Condition, List<WeaponCategory>)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddDamageDecline(Nullable<DamageDeclineType>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddPlayerLeaveCombatTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTimerContextActions(ActionsBuilder, Nullable<Single>, Nullable<TimeSpan>, Nullable<Boolean>)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddCustomImmuneMessageComponent(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, GameLogMessage)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddInitiatorAttackRollTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponCategory>)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.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<BlueprintTutorial, TutorialConfigurator>.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<BlueprintTutorial, TutorialConfigurator>.AddTargetBeforeAttackRollTrigger(ActionsBuilder, ActionsBuilder, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<Boolean>, Nullable<SpellDescriptorWrapper>)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.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<BlueprintTutorial, TutorialConfigurator>.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<BlueprintTutorial, TutorialConfigurator>.AdditionalStatBonusOnAttackDamage(Nullable<Single>, Nullable<WeaponCategory>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<ConditionEnum>, Nullable<ConditionEnum>, Nullable<GripType>)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddAllAttacksEnhancement(Nullable<Int32>, Nullable<ModifierDescriptor>)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.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<BlueprintTutorial, TutorialConfigurator>.AddMarkUsableWhileCan(ConditionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddArmyBattleResultsTrigger(Nullable<RegionId>, Blueprint<BlueprintArmyLeaderReference>, List<Blueprint<BlueprintArmyPresetReference>>, Nullable<ArmyType>, Nullable<Boolean>, ActionsBuilder, ActionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddKingdomRegionClaimedTrigger(ActionsBuilder, List<Blueprint<BlueprintRegionReference>>)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddSettlementSiegeTrigger(ActionsBuilder, ActionsBuilder, ActionsBuilder, Blueprint<BlueprintGlobalMapPointReference>, Nullable<Boolean>)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddArmyUnitRecruitedTrigger(ActionsBuilder, Nullable<ArmyProperties>, List<Blueprint<BlueprintUnitReference>>, Nullable<Boolean>, Nullable<Boolean>, Nullable<MercenariesIncludeOption>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddLeaderRecruitedTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddSummonUnitsAfterArmyBattle(SummonUnitsAfterArmyBattle.SummonGroup[], Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddGarrisonDefeatedTrigger(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddPlayerVisitGlobalMapLocationTrigger(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddOnIsleStateEnterTrigger(ActionsBuilder, IsleEvaluator, String)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddOnIsleStateExitTrigger(ActionsBuilder, IsleEvaluator, String)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddActivateTrigger(ActionsBuilder, Nullable<Boolean>, ConditionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddAreaDidLoadTrigger(ActionsBuilder, ConditionsBuilder)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddDeactivateTrigger(ActionsBuilder, ConditionsBuilder)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddDeviceInteractionTrigger(ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddEvaluatedUnitCombatTrigger(ActionsBuilder, Nullable<Boolean>, UnitEvaluator)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddEvaluatedUnitDeathTrigger(ActionsBuilder, Nullable<Boolean>, UnitEvaluator)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddEvaluatedUnitHealthTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Int32>, Nullable<Boolean>, UnitEvaluator)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddExperienceTrigger(ActionsBuilder, ConditionsBuilder, Nullable<Int32>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddGenericInteractionTrigger(ActionsBuilder, EntityReference, ActionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddItemInContainerTrigger(Blueprint<BlueprintItemReference>, MapObjectEvaluator, ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddLevelUpTrigger(ActionsBuilder, ConditionsBuilder, UnitEvaluator, Nullable<LevelUpTrigger.UnitEntryType>)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddPartyInventoryTrigger(Blueprint<BlueprintItemReference>, ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddPerceptionTrigger(MapObjectEvaluator, ActionsBuilder, UnitEvaluator)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddRestTrigger(ActionsBuilder, ConditionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<RestResult>)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddScriptZoneTrigger(ActionsBuilder, ConditionsBuilder, ActionsBuilder, ConditionsBuilder, EntityReference, String)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddSpawnUnitTrigger(ActionsBuilder, Blueprint<BlueprintUnitReference>)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddSpellCastTrigger(ActionsBuilder, EntityReference, List<Blueprint<BlueprintAbilityReference>>)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddSummonPoolTrigger(ActionsBuilder, Nullable<SummonPoolTrigger.ChangeTypes>, ConditionsBuilder, Nullable<Int32>, Blueprint<BlueprintSummonPoolReference>)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTimeOfDayChangedTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddUIEventTrigger(ActionsBuilder, ConditionsBuilder, Nullable<UIEventType>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddUnitHealthTrigger(ActionsBuilder, Nullable<Int32>, Blueprint<BlueprintUnitReference>)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddTrapTrigger(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, ActionsBuilder, ActionsBuilder, MapObjectEvaluator)
BaseBlueprintConfigurator<BlueprintTutorial, TutorialConfigurator>.AddVendorDealTrigger(ActionsBuilder, Nullable<VendorDealTrigger.DealType>, Blueprint<BlueprintItemReference>, UnitEvaluator)
RootConfigurator<BlueprintTutorial, TutorialConfigurator>.Logger
RootConfigurator<BlueprintTutorial, TutorialConfigurator>.Self
RootConfigurator<BlueprintTutorial, TutorialConfigurator>.Blueprint
RootConfigurator<BlueprintTutorial, TutorialConfigurator>.Configured
RootConfigurator<BlueprintTutorial, TutorialConfigurator>.ConfigureDelayedBlueprints()
RootConfigurator<BlueprintTutorial, TutorialConfigurator>.Configure(Boolean)
RootConfigurator<BlueprintTutorial, TutorialConfigurator>.AddComponent(BlueprintComponent)
RootConfigurator<BlueprintTutorial, TutorialConfigurator>.AddComponent<C>(Action<C>)
RootConfigurator<BlueprintTutorial, TutorialConfigurator>.AddUniqueComponent(BlueprintComponent, ComponentMerge, Action<BlueprintComponent, BlueprintComponent>)
RootConfigurator<BlueprintTutorial, TutorialConfigurator>.EditComponent<C>(Action<C>)
RootConfigurator<BlueprintTutorial, TutorialConfigurator>.EditComponents<C>(Action<C>, Func<C, Boolean>)
RootConfigurator<BlueprintTutorial, TutorialConfigurator>.RemoveComponents(Func<BlueprintComponent, Boolean>)
RootConfigurator<BlueprintTutorial, TutorialConfigurator>.OnConfigure(Action<BlueprintTutorial>[])
RootConfigurator<BlueprintTutorial, TutorialConfigurator>.OnConfigureInternal(Action<BlueprintTutorial>[])
RootConfigurator<BlueprintTutorial, TutorialConfigurator>.Validate(Object)
Namespace: BlueprintCore.Blueprints.Configurators.Tutorial
Assembly: BlueprintCore.dll
Syntax
public class TutorialConfigurator : BaseTutorialConfigurator<BlueprintTutorial, TutorialConfigurator>
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<BlueprintTutorial>>, Predicate<BlueprintComponent>)

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

Declaration
public TutorialConfigurator CopyFrom(Blueprint<BlueprintReference<BlueprintTutorial>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Tutorial.BlueprintTutorial>> 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
TutorialConfigurator
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<BlueprintTutorial>>, Type[])

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

Declaration
public TutorialConfigurator CopyFrom(Blueprint<BlueprintReference<BlueprintTutorial>> blueprint, params Type[] componentTypes)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Tutorial.BlueprintTutorial>> 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
TutorialConfigurator
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<BlueprintTutorial>>)

Returns a configurator to modify the specified blueprint.

Declaration
public static TutorialConfigurator For(Blueprint<BlueprintReference<BlueprintTutorial>> blueprint)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Tutorial.BlueprintTutorial>> blueprint
Returns
Type Description
TutorialConfigurator
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 TutorialConfigurator New(string name, string guid)
Parameters
Type Name Description
System.String name
System.String guid
Returns
Type Description
TutorialConfigurator
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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