Class BaseActivatableAbilityConfigurator<T, TBuilder>
Implements common fields and components for blueprints inheriting from Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.
Inheritance
Inherited Members
Namespace: BlueprintCore.Blueprints.Configurators.UnitLogic.ActivatableAbilities
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseActivatableAbilityConfigurator<T, TBuilder> : BaseUnitFactConfigurator<T, TBuilder> where T : BlueprintActivatableAbility where TBuilder : BaseActivatableAbilityConfigurator<T, TBuilder>
Type Parameters
Name | Description |
---|---|
T | |
TBuilder |
Remarks
Each supported blueprint type has a corresponding Configurator
class to create and modify blueprints of
that type, e.g. FeatureConfigurator supports BlueprintFeature
. Configurators exist for all
blueprint types inheriting from Kingmaker.Blueprints.BlueprintScriptableObject, excluding any that are not used in the
base game.
Creating a Blueprint
Use New(string, string)
to create a blueprint:
FeatureConfigurator.New(MyBlueprintName, MyBlueprintGuid)
Once New()
is called the blueprint is added to the game library and can be referenced.
Using the Configurator
New()
returns a configurator with methods to set or modify blueprint fields and add or modify
Kingmaker.Blueprints.BlueprintComponent:
FeatureConfigurator.New(MyBlueprintName, MyBlueprintGuid).AddToGroups(FeatureGroup.Feat).AddPrerequisiteAlignment(AlignmentMaskType.LawfulGood).Configure();
Each method call returns the configurator allowing you to chain calls. Nothing is modified on the blueprint until
Configure()
is called, at which point the changes are applied and validated. Potential problems with the
blueprint are logged as warnings.
Modifying an Existing Blueprint
Use For(Blueprint)
to modify existing blueprints:
CharacterClassConfigurator.For(WizardClassGuid)
Usage is otherwise identical to creating a new blueprint.
For more information see Using BlueprintCore.
Constructors
| Improve this Doc View SourceBaseActivatableAbilityConfigurator(Blueprint<BlueprintReference<T>>)
Declaration
protected BaseActivatableAbilityConfigurator(Blueprint<BlueprintReference<T>> blueprint)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<T>> | blueprint |
Methods
| Improve this Doc View SourceAddActionPanelLogic(ConditionsBuilder, ConditionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)
Adds Kingmaker.UI.UnitSettings.Blueprints.ActionPanelLogic
Declaration
public TBuilder AddActionPanelLogic(ConditionsBuilder autoCastConditions = null, ConditionsBuilder autoFillConditions = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, int? priority = null)
Parameters
Type | Name | Description |
---|---|---|
ConditionsBuilder | autoCastConditions | |
ConditionsBuilder | autoFillConditions | |
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> | priority |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- AasimarHaloToggleAbility248bbb747c273684d9fdf2ed38935def
- LizardFamiliarAbility89bf05685c936374f94a82fc04e9b535
- ViperFamiliarAbility52b0d34465ad50545836fddd437cf5c9
AddActivatableAbilityMount(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.UnitLogic.ActivatableAbilities.ActivatableAbilityMount
Declaration
public TBuilder AddActivatableAbilityMount(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
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. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- MountTargetSwitchd340d820867cf9741903c9be9aed1ccc
AddActivatableAbilityResourceLogic(WeaponCategory[], Blueprint<BlueprintUnitFactReference>, List<Blueprint<BlueprintUnitFactReference>>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Blueprint<BlueprintAbilityResourceReference>, List<Blueprint<BlueprintUnitFactReference>>, List<Blueprint<BlueprintUnitFactReference>>, Nullable<ActivatableAbilityResourceLogic.ResourceSpendType>, Nullable<Boolean>)
Adds Kingmaker.UnitLogic.ActivatableAbilities.ActivatableAbilityResourceLogic
Declaration
public TBuilder AddActivatableAbilityResourceLogic(WeaponCategory[] categories = null, Blueprint<BlueprintUnitFactReference> freeBlueprint = null, List<Blueprint<BlueprintUnitFactReference>> freeBlueprints = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, Blueprint<BlueprintAbilityResourceReference> requiredResource = null, List<Blueprint<BlueprintUnitFactReference>> resourceCostDecreasingFacts = null, List<Blueprint<BlueprintUnitFactReference>> resourceCostIncreasingFacts = null, ActivatableAbilityResourceLogic.ResourceSpendType? spendType = null, bool? useListForFreeBlueprints = null)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.Enums.WeaponCategory[] | categories | |
Blueprint<Kingmaker.Blueprints.BlueprintUnitFactReference> | freeBlueprint | Blueprint of type BlueprintUnitFact. You can pass in the blueprint using:
|
System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintUnitFactReference>> | freeBlueprints | Blueprint of type BlueprintUnitFact. You can pass in the blueprint using:
|
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
Blueprint<Kingmaker.Blueprints.BlueprintAbilityResourceReference> | requiredResource | Blueprint of type BlueprintAbilityResource. You can pass in the blueprint using:
|
System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintUnitFactReference>> | resourceCostDecreasingFacts | Blueprint of type BlueprintUnitFact. You can pass in the blueprint using:
|
System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintUnitFactReference>> | resourceCostIncreasingFacts | Blueprint of type BlueprintUnitFact. You can pass in the blueprint using:
|
System.Nullable<Kingmaker.UnitLogic.ActivatableAbilities.ActivatableAbilityResourceLogic.ResourceSpendType> | spendType | |
System.Nullable<System.Boolean> | useListForFreeBlueprints | InfoBox: If true it's possible to choose a list of facts to make the resource free instead of the one. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- AeonAoOGazeAbility3e2d25b97be14414b897fc97f2d76c9a
- InciteRageAllToggleAbility32d247b6e6b65794ab47fc372c444a96
- WitchHexAuraOfPurityActivatableAbility298edc3bc21e61044bba25f4e767cb8b
AddActivatableAbilitySet(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<ActivatableAbilitySetId>, List<Blueprint<BlueprintActivatableAbilityReference>>)
Adds Kingmaker.UnitLogic.ActivatableAbilities.ActivatableAbilitySet
Declaration
public TBuilder AddActivatableAbilitySet(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, ActivatableAbilitySetId? setId = null, List<Blueprint<BlueprintActivatableAbilityReference>> subordinateAbilities = 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<Kingmaker.UnitLogic.ActivatableAbilities.ActivatableAbilitySetId> | setId | InfoBox: The set id should be the same for * this component, * ActivatableAbilitySetSwitch component on the Buff of the ability, * ActivatableAbilitySetItem components on Buffs of abilities enlisted below. |
System.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintActivatableAbilityReference>> | subordinateAbilities | Blueprint of type BlueprintActivatableAbility. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- ShifterChimeraAspectAcitvatableAbility8646ef1b70d84a12b15969fbd46e5502
- ShifterChimeraAspectAcitvatableAbilityGreater3dd2025ac4af4d6e8478d54b9eb9276c
- ShifterChimericFiendAcitvatableAbility9ac607bac46e4f11becc39f00007ab6a
AddActivatableAbilityUnitCommand(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<UnitCommand.CommandType>)
Adds Kingmaker.UnitLogic.ActivatableAbilities.ActivatableAbilityUnitCommand
Declaration
public TBuilder AddActivatableAbilityUnitCommand(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, UnitCommand.CommandType? type = 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<Kingmaker.UnitLogic.Commands.Base.UnitCommand.CommandType> | type |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- ArcaneStrikeAbility006c6015761e75e498026cd3cd88de7e
AddActivatableAbilityVariants(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, List<Blueprint<BlueprintActivatableAbilityReference>>)
Adds Kingmaker.UnitLogic.ActivatableAbilities.ActivatableAbilityVariants
Declaration
public TBuilder AddActivatableAbilityVariants(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, List<Blueprint<BlueprintActivatableAbilityReference>> variants = 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.Collections.Generic.List<Blueprint<Kingmaker.Blueprints.BlueprintActivatableAbilityReference>> | variants | Blueprint of type BlueprintActivatableAbility. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- AnimalFocusHunterActivatablebf6bbf41ae5141b29e30307624b8e3d2
- RingofArodenToggleAbility2bf92815e0bd44c78575ad9ec51103ef
- SorcerousClawsAbility35da2ec74ea147d3852662c878a38948
AddActivationDisable(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.UnitLogic.ActivatableAbilities.ActivationDisable
Declaration
public TBuilder AddActivationDisable(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
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. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- AnimalFocusHunterActivatablebf6bbf41ae5141b29e30307624b8e3d2
- RingofArodenToggleAbility2bf92815e0bd44c78575ad9ec51103ef
- SorcerousClawsAbility35da2ec74ea147d3852662c878a38948
AddDeactivateImmediatelyIfNoAttacksThisRound(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.UnitLogic.ActivatableAbilities.DeactivateImmediatelyIfNoAttacksThisRound
Declaration
public TBuilder AddDeactivateImmediatelyIfNoAttacksThisRound(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
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. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- ArcaneStrikeAbility006c6015761e75e498026cd3cd88de7e
- DivaStyleActivatableAbility5fedded3684a40ca870c9b66b43f2e41
- ShaitanStyleToggleAbilityafa28b1723934561a4fc73e6ec07e5ed
AddDeactivateOnGripChanged(Nullable<GripType>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>)
Adds Kingmaker.UnitLogic.ActivatableAbilities.DeactivateOnGripChanged
Declaration
public TBuilder AddDeactivateOnGripChanged(GripType? gripStyle = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, bool? thisIsSpellCombat = null)
Parameters
Type | Name | Description |
---|---|---|
System.Nullable<Kingmaker.Items.GripType> | gripStyle | |
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.Boolean> | thisIsSpellCombat |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- SpellCombatAbility8898a573e8a8a184b8186dbc3a26da74
AddHideFeatureInInspect()
Adds Kingmaker.Designers.Mechanics.Facts.HideFeatureInInspect
Declaration
public TBuilder AddHideFeatureInInspect()
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- AbadarFeature6122dacf418611540a3c91e67197ee4e
- FightDefensivelyFeatureca22afeb94442b64fb8536e7a9f7dc11
- WitchBetterHexProgression38d01811fcb32444a8fe372c029fa0c6
AddRestrictionCanGatherPower(Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.UnitLogic.Class.Kineticist.ActivatableAbility.RestrictionCanGatherPower
Declaration
public TBuilder AddRestrictionCanGatherPower(bool? ignoreIfStarted = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type | Name | Description |
---|---|---|
System.Nullable<System.Boolean> | ignoreIfStarted | |
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
- GatherPowerModeHigh104a9f275539abf44b594e9e36f71694
- GatherPowerModeLowfd51172fef48b1442a88d3dfa4b03ee4
- GatherPowerModeMedium38ee9e5fd534f7640baa198b16249fd6
AddRestrictionCanUseKineticBlade(Nullable<Boolean>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.UnitLogic.Class.Kineticist.ActivatableAbility.RestrictionCanUseKineticBlade
Declaration
public TBuilder AddRestrictionCanUseKineticBlade(bool? ignoreIfStarted = null, bool? ignoreKineticClass = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type | Name | Description |
---|---|---|
System.Nullable<System.Boolean> | ignoreIfStarted | |
System.Nullable<System.Boolean> | ignoreKineticClass | |
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
- BladeboundBlackBladeAbilityLeft65fd595a95a44cd986d765f4f01c1cfc
- KineticBladeIceBlastAbility3f68b8bdd90ccb0428acd38b84934d30
- LivingGrimoireHolyBookAbilitySecondary89dd193b6cc946b898667275a7c6731a
AddRestrictionHasFact(Blueprint<BlueprintUnitFactReference>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>)
Adds Kingmaker.UnitLogic.ActivatableAbilities.Restrictions.RestrictionHasFact
Declaration
public TBuilder AddRestrictionHasFact(Blueprint<BlueprintUnitFactReference> feature = null, bool? ignoreIfStarted = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, bool? not = null)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintUnitFactReference> | feature | Blueprint of type BlueprintUnitFact. You can pass in the blueprint using:
|
System.Nullable<System.Boolean> | ignoreIfStarted | |
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.Boolean> | not |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- AbilityWingsAngel13143852b74718144ac4267b949615f0
- FiendishQuarryActivatableAbilityImprovedcbf73eca56394e8fa8c607f6db9767b4
- SorcerousClawsVicious4f2e31f13b4d4a4eb7aa0ed17d02e765
AddRestrictionHasUnitCondition(Nullable<UnitCondition>, Nullable<Boolean>, Nullable<Boolean>)
Adds Kingmaker.UnitLogic.ActivatableAbilities.Restrictions.RestrictionHasUnitCondition
Declaration
public TBuilder AddRestrictionHasUnitCondition(UnitCondition? condition = null, bool? ignoreIfStarted = null, bool? invert = null)
Parameters
Type | Name | Description |
---|---|---|
System.Nullable<Kingmaker.UnitLogic.UnitCondition> | condition | |
System.Nullable<System.Boolean> | ignoreIfStarted | |
System.Nullable<System.Boolean> | invert |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
ComponentName: AA restriction unit condition
- BloodragerStandartRageActivateableAbilitye3a0056eedac7754ca9a50603ba05177
- ResourcelessRageActivateableAbility0f6afbc991b272f478d78cf5e3b5a395
- StonelordDefensiveStanceActivateableAbility6a8ddcf2fbda4c1ba4d8eccd565db3f9
AddRestrictionRangedWeapon(Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.UnitLogic.ActivatableAbilities.Restrictions.RestrictionRangedWeapon
Declaration
public TBuilder AddRestrictionRangedWeapon(bool? ignoreIfStarted = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type | Name | Description |
---|---|---|
System.Nullable<System.Boolean> | ignoreIfStarted | |
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
ComponentName: AA restriction unit condition
- BaneAnimalQuiverAbility5a87e26a039902443980a9a8c877036b
- ForcefulPushArrowsQuiverAbility771d81c322b197f449f83e121b33afd6
- WeakenArrowsQuiverAbilityc930416e9939be4489eea9d4e3b18984
AddRestrictionUnitConditionUnlessFact(Blueprint<BlueprintUnitFactReference>, Nullable<UnitCondition>, Nullable<Boolean>)
Adds Kingmaker.UnitLogic.ActivatableAbilities.Restrictions.RestrictionUnitConditionUnlessFact
Declaration
public TBuilder AddRestrictionUnitConditionUnlessFact(Blueprint<BlueprintUnitFactReference> checkedFact = null, UnitCondition? condition = null, bool? ignoreIfStarted = null)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintUnitFactReference> | checkedFact | Blueprint of type BlueprintUnitFact. You can pass in the blueprint using:
|
System.Nullable<Kingmaker.UnitLogic.UnitCondition> | condition | |
System.Nullable<System.Boolean> | ignoreIfStarted |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
ComponentName: AA restriction unit condition
- DefensiveStanceActivateableAbilitybe68c660b41bc9247bcab727b10d2cd1
- StonelordDefensiveStanceActivateableAbility6a8ddcf2fbda4c1ba4d8eccd565db3f9
AddRestrictionUnlockableFlag(Nullable<Boolean>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Blueprint<BlueprintUnlockableFlagReference>)
Adds Kingmaker.UnitLogic.ActivatableAbilities.Restrictions.RestrictionUnlockableFlag
Declaration
public TBuilder AddRestrictionUnlockableFlag(bool? ignoreIfStarted = null, bool? invert = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail, Blueprint<BlueprintUnlockableFlagReference> neededFlag = null)
Parameters
Type | Name | Description |
---|---|---|
System.Nullable<System.Boolean> | ignoreIfStarted | |
System.Nullable<System.Boolean> | invert | |
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. |
Blueprint<Kingmaker.Blueprints.BlueprintUnlockableFlagReference> | neededFlag | Blueprint of type BlueprintUnlockableFlag. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
Remarks
ComponentName: AA restriction unit condition
- FaerieDragon_01_Ability9344f002300f4c54ca2414ed5cfd957a
AddShiftersFury(Blueprint<BlueprintActivatableAbilityReference>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.UnitLogic.ActivatableAbilities.ShiftersFury
Declaration
public TBuilder AddShiftersFury(Blueprint<BlueprintActivatableAbilityReference> itemBlueprint = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintActivatableAbilityReference> | itemBlueprint | Blueprint of type BlueprintActivatableAbility. You can pass in the blueprint using:
|
System.Action<Kingmaker.Blueprints.BlueprintComponent, Kingmaker.Blueprints.BlueprintComponent> | merge | If mergeBehavior is ComponentMerge.Merge and the component already exists, this expression is called to merge the components. |
ComponentMerge | mergeBehavior | Handling if the component already exists since the component is unique. Defaults to ComponentMerge.Fail. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- ShifterFuryActivatableList2d62be90202c41dc9a3618262b147f20
AddShiftersFuryItemAbility(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.UnitLogic.ActivatableAbilities.ShiftersFuryItemAbility
Declaration
public TBuilder AddShiftersFuryItemAbility(Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
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. |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- ShifterFuryWeaponListb4f41266d30c41b3a176a486a211ee03
AddToResourceAssetIds(String[])
Adds to the contents of Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.ResourceAssetIds
Declaration
public TBuilder AddToResourceAssetIds(params string[] resourceAssetIds)
Parameters
Type | Name | Description |
---|---|---|
System.String[] | resourceAssetIds |
Returns
Type | Description |
---|---|
TBuilder |
AddTriggerOnActivationChanged(ActionsBuilder, Nullable<AddTriggerOnActivationChanged.Stage>)
Declaration
public TBuilder AddTriggerOnActivationChanged(ActionsBuilder actionList = null, AddTriggerOnActivationChanged.Stage? stage = null)
Parameters
Type | Name | Description |
---|---|---|
ActionsBuilder | actionList | |
System.Nullable<Kingmaker.UnitLogic.FactLogic.AddTriggerOnActivationChanged.Stage> | stage |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
- ArchaeologistLuckAbility12dc796147c42e04487fcad3aaa40cea
- InspiredRageAbility264e93ac44ace16488226b8f7756bf26
- StormCallToggleAbilityd5ee8a2e5bf46c549988e9b09a59acd4
AddTurnOffImmediatelyWithUnitCommand(Nullable<UnitCommand.CommandType>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
Adds Kingmaker.UnitLogic.ActivatableAbilities.TurnOffImmediatelyWithUnitCommand
Declaration
public TBuilder AddTurnOffImmediatelyWithUnitCommand(UnitCommand.CommandType? commandType = null, Action<BlueprintComponent, BlueprintComponent> merge = null, ComponentMerge mergeBehavior = ComponentMerge.Fail)
Parameters
Type | Name | Description |
---|---|---|
System.Nullable<Kingmaker.UnitLogic.Commands.Base.UnitCommand.CommandType> | commandType | |
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
- MountTargetSwitchd340d820867cf9741903c9be9aed1ccc
ClearResourceAssetIds()
Removes all elements from Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.ResourceAssetIds
Declaration
public TBuilder ClearResourceAssetIds()
Returns
Type | Description |
---|---|
TBuilder |
CopyFrom(Blueprint<BlueprintReference<BlueprintActivatableAbility>>, Predicate<BlueprintComponent>)
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintActivatableAbility>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility>> | blueprint | |
System.Predicate<Kingmaker.Blueprints.BlueprintComponent> | componentMatcher | Any components in |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
NOT A DEEP COPY. This means objects copied are shared between blueprints. Changes to copied objects affect both blueprints.
Recommended when you need to create a nearly identical ability but change some parts such as a
ContextRankConfig
.
// Copy the Undead Bloodline's Incorporeal Form ability, replacing the duration w/ Character Level rounds
AbilityConfigurator.New(NewIncorporealForm, Guids.NewIncorporealForm)
.CopyFrom(
AbilityRefs.BloodlineUndeadIncorporealFormAbility,
typeof(AbilityEffectRunAction),
typeof(AbilityResourceLogic),
typeof(SpellComponent))
.AddContextRankConfig(ContextRankConfigs.CharacterLevel())
.Configure();
CopyFrom(Blueprint<BlueprintReference<BlueprintActivatableAbility>>, Type[])
Copies fields and components of the specified types from the blueprint.
Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<BlueprintActivatableAbility>> blueprint, params Type[] componentTypes)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility>> | blueprint | |
System.Type[] | componentTypes | Any components in |
Returns
Type | Description |
---|---|
TBuilder |
Remarks
NOT A DEEP COPY. This means objects copied are shared between blueprints. Changes to copied objects affect both blueprints.
Recommended when you need to create a nearly identical ability but change some parts such as a
ContextRankConfig
.
// Copy the Undead Bloodline's Incorporeal Form ability, replacing the duration w/ Character Level rounds
AbilityConfigurator.New(NewIncorporealForm, Guids.NewIncorporealForm)
.CopyFrom(
AbilityRefs.BloodlineUndeadIncorporealFormAbility,
typeof(AbilityEffectRunAction),
typeof(AbilityResourceLogic),
typeof(SpellComponent))
.AddContextRankConfig(ContextRankConfigs.CharacterLevel())
.Configure();
ModifyBuff(Action<BlueprintBuffReference>)
Modifies Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.m_Buff by invoking the provided action.
Declaration
public TBuilder ModifyBuff(Action<BlueprintBuffReference> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.BlueprintBuffReference> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifyResourceAssetIds(Action<String>)
Modifies Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.ResourceAssetIds by invoking the provided action on each element.
Declaration
public TBuilder ModifyResourceAssetIds(Action<string> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<System.String> | action |
Returns
Type | Description |
---|---|
TBuilder |
ModifySelectTargetAbility(Action<BlueprintAbilityReference>)
Modifies Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.m_SelectTargetAbility by invoking the provided action.
Declaration
public TBuilder ModifySelectTargetAbility(Action<BlueprintAbilityReference> action)
Parameters
Type | Name | Description |
---|---|---|
System.Action<Kingmaker.Blueprints.BlueprintAbilityReference> | action |
Returns
Type | Description |
---|---|
TBuilder |
OnConfigureCompleted()
Declaration
protected override void OnConfigureCompleted()
Overrides
RemoveFromResourceAssetIds(Func<String, Boolean>)
Removes elements from Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.ResourceAssetIds that match the provided predicate.
Declaration
public TBuilder RemoveFromResourceAssetIds(Func<string, bool> predicate)
Parameters
Type | Name | Description |
---|---|---|
System.Func<System.String, System.Boolean> | predicate |
Returns
Type | Description |
---|---|
TBuilder |
RemoveFromResourceAssetIds(String[])
Removes elements from Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.ResourceAssetIds
Declaration
public TBuilder RemoveFromResourceAssetIds(params string[] resourceAssetIds)
Parameters
Type | Name | Description |
---|---|---|
System.String[] | resourceAssetIds |
Returns
Type | Description |
---|---|
TBuilder |
SetActionBarAutoFillIgnored(Boolean)
Sets the value of Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.ActionBarAutoFillIgnored
Declaration
public TBuilder SetActionBarAutoFillIgnored(bool actionBarAutoFillIgnored = true)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | actionBarAutoFillIgnored |
Returns
Type | Description |
---|---|
TBuilder |
SetActivateOnUnitAction(AbilityActivateOnUnitActionType)
Sets the value of Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.m_ActivateOnUnitAction
Declaration
public TBuilder SetActivateOnUnitAction(AbilityActivateOnUnitActionType activateOnUnitAction)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.UnitLogic.ActivatableAbilities.AbilityActivateOnUnitActionType | activateOnUnitAction |
Returns
Type | Description |
---|---|
TBuilder |
SetActivateWithUnitCommand(UnitCommand.CommandType)
Sets the value of Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.m_ActivateWithUnitCommand
Declaration
public TBuilder SetActivateWithUnitCommand(UnitCommand.CommandType activateWithUnitCommand)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.UnitLogic.Commands.Base.UnitCommand.CommandType | activateWithUnitCommand |
Returns
Type | Description |
---|---|
TBuilder |
SetActivationType(AbilityActivationType)
Sets the value of Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.ActivationType
Declaration
public TBuilder SetActivationType(AbilityActivationType activationType)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.UnitLogic.ActivatableAbilities.AbilityActivationType | activationType |
Returns
Type | Description |
---|---|
TBuilder |
SetBuff(Blueprint<BlueprintBuffReference>)
Sets the value of Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.m_Buff
Declaration
public TBuilder SetBuff(Blueprint<BlueprintBuffReference> buff)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintBuffReference> | buff | Blueprint of type BlueprintBuff. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
SetDeactivateAfterFirstRound(Boolean)
Sets the value of Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.DeactivateAfterFirstRound
Declaration
public TBuilder SetDeactivateAfterFirstRound(bool deactivateAfterFirstRound = true)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | deactivateAfterFirstRound |
Returns
Type | Description |
---|---|
TBuilder |
SetDeactivateIfCombatEnded(Boolean)
Sets the value of Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.DeactivateIfCombatEnded
Declaration
public TBuilder SetDeactivateIfCombatEnded(bool deactivateIfCombatEnded = true)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | deactivateIfCombatEnded |
Returns
Type | Description |
---|---|
TBuilder |
SetDeactivateIfOwnerDisabled(Boolean)
Sets the value of Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.DeactivateIfOwnerDisabled
Declaration
public TBuilder SetDeactivateIfOwnerDisabled(bool deactivateIfOwnerDisabled = true)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | deactivateIfOwnerDisabled |
Returns
Type | Description |
---|---|
TBuilder |
SetDeactivateIfOwnerUnconscious(Boolean)
Sets the value of Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.DeactivateIfOwnerUnconscious
Declaration
public TBuilder SetDeactivateIfOwnerUnconscious(bool deactivateIfOwnerUnconscious = true)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | deactivateIfOwnerUnconscious |
Returns
Type | Description |
---|---|
TBuilder |
SetDeactivateImmediately(Boolean)
Sets the value of Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.DeactivateImmediately
Declaration
public TBuilder SetDeactivateImmediately(bool deactivateImmediately = true)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | deactivateImmediately |
Returns
Type | Description |
---|---|
TBuilder |
SetDoNotTurnOffOnRest(Boolean)
Sets the value of Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.DoNotTurnOffOnRest
Declaration
public TBuilder SetDoNotTurnOffOnRest(bool doNotTurnOffOnRest = true)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | doNotTurnOffOnRest |
Returns
Type | Description |
---|---|
TBuilder |
SetGroup(ActivatableAbilityGroup)
Sets the value of Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.Group
Declaration
public TBuilder SetGroup(ActivatableAbilityGroup group)
Parameters
Type | Name | Description |
---|---|---|
Kingmaker.UnitLogic.ActivatableAbilities.ActivatableAbilityGroup | group |
Returns
Type | Description |
---|---|
TBuilder |
SetHiddenInUI(Boolean)
Sets the value of Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.HiddenInUI
Declaration
public TBuilder SetHiddenInUI(bool hiddenInUI = true)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | hiddenInUI | InfoBox: Hides the ability in action bar and character info |
Returns
Type | Description |
---|---|
TBuilder |
SetIsOnByDefault(Boolean)
Sets the value of Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.IsOnByDefault
Declaration
public TBuilder SetIsOnByDefault(bool isOnByDefault = true)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | isOnByDefault |
Returns
Type | Description |
---|---|
TBuilder |
SetIsRuntimeOnly(Boolean)
Sets the value of Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.IsRuntimeOnly
Declaration
public TBuilder SetIsRuntimeOnly(bool isRuntimeOnly = true)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | isRuntimeOnly | InfoBox: Disables drag and drop for the ability icon in the action bar |
Returns
Type | Description |
---|---|
TBuilder |
SetIsTargeted(Boolean)
Sets the value of Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.IsTargeted
Declaration
public TBuilder SetIsTargeted(bool isTargeted = true)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | isTargeted |
Returns
Type | Description |
---|---|
TBuilder |
SetOnlyInCombat(Boolean)
Sets the value of Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.OnlyInCombat
Declaration
public TBuilder SetOnlyInCombat(bool onlyInCombat = true)
Parameters
Type | Name | Description |
---|---|---|
System.Boolean | onlyInCombat |
Returns
Type | Description |
---|---|
TBuilder |
SetResourceAssetIds(String[])
Sets the value of Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.ResourceAssetIds
Declaration
public TBuilder SetResourceAssetIds(params string[] resourceAssetIds)
Parameters
Type | Name | Description |
---|---|---|
System.String[] | resourceAssetIds |
Returns
Type | Description |
---|---|
TBuilder |
SetSelectTargetAbility(Blueprint<BlueprintAbilityReference>)
Sets the value of Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.m_SelectTargetAbility
Declaration
public TBuilder SetSelectTargetAbility(Blueprint<BlueprintAbilityReference> selectTargetAbility)
Parameters
Type | Name | Description |
---|---|---|
Blueprint<Kingmaker.Blueprints.BlueprintAbilityReference> | selectTargetAbility | Blueprint of type BlueprintAbility. You can pass in the blueprint using:
|
Returns
Type | Description |
---|---|
TBuilder |
SetWeightInGroup(Int32)
Sets the value of Kingmaker.UnitLogic.ActivatableAbilities.BlueprintActivatableAbility.WeightInGroup
Declaration
public TBuilder SetWeightInGroup(int weightInGroup)
Parameters
Type | Name | Description |
---|---|---|
System.Int32 | weightInGroup |
Returns
Type | Description |
---|---|
TBuilder |