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Class BaseHitSystemRootConfigurator<T, TBuilder>

Implements common fields and components for blueprints inheriting from Kingmaker.Visual.HitSystem.HitSystemRoot.

Inheritance
System.Object
Configurator
RootConfigurator<T, TBuilder>
BaseBlueprintConfigurator<T, TBuilder>
BaseHitSystemRootConfigurator<T, TBuilder>
HitSystemRootConfigurator
Inherited Members
BaseBlueprintConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>>, Type[])
BaseBlueprintConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>>, Predicate<BlueprintComponent>)
BaseBlueprintConfigurator<T, TBuilder>.AddDlcCondition(Blueprint<BlueprintDlcRewardReference>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddBuffOnCorruptionClear(Blueprint<BlueprintBuffReference>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)
BaseBlueprintConfigurator<T, TBuilder>.AddIgnoreArmorGroupComponent(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddPrerequisiteConditionForWeaponCategory(Condition, List<WeaponCategory>)
BaseBlueprintConfigurator<T, TBuilder>.AddDamageDecline(Nullable<DamageDeclineType>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddPlayerLeaveCombatTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddTimerContextActions(ActionsBuilder, Nullable<Single>, Nullable<TimeSpan>, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddCustomImmuneMessageComponent(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, GameLogMessage)
BaseBlueprintConfigurator<T, TBuilder>.AddInitiatorAttackRollTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponCategory>)
BaseBlueprintConfigurator<T, TBuilder>.AddInitiatorAttackWithWeaponTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponCategory>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<PhysicalDamageForm>, Nullable<Boolean>, Nullable<Feet>, Nullable<Boolean>, Nullable<WeaponFighterGroup>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponRangeType>, Nullable<Boolean>, Nullable<Boolean>, Blueprint<BlueprintItemWeaponReference>, Blueprint<BlueprintWeaponTypeReference>)
BaseBlueprintConfigurator<T, TBuilder>.AddTargetAttackRollTrigger(ActionsBuilder, ActionsBuilder, Nullable<Boolean>, WeaponCategory[], Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddTargetBeforeAttackRollTrigger(ActionsBuilder, ActionsBuilder, Nullable<Boolean>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<Boolean>, Nullable<SpellDescriptorWrapper>)
BaseBlueprintConfigurator<T, TBuilder>.AdditionalDiceOnAttack(Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<AdditionalDiceOnAttack.WeaponOptions>, Nullable<WeaponCategory>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, List<AdditionalDiceOnAttack.DamageEntry>, DamageTypeDescription, Nullable<Feet>, Nullable<Boolean>, Nullable<WeaponFighterGroup>, ConditionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponRangeType>, Nullable<Boolean>, ConditionsBuilder, Nullable<Boolean>, ContextDiceValue, Blueprint<BlueprintWeaponTypeReference>)
BaseBlueprintConfigurator<T, TBuilder>.AdditionalDiceOnDamage(List<Blueprint<BlueprintAbilityReference>>, Nullable<AbilityType>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<CompareOperation.Type>, List<AdditionalDiceOnDamage.DamageEntry>, Nullable<AdditionalDiceOnDamage.DamageEntriesUse>, DamageTypeDescription, ContextDiceValue, Nullable<DamageEnergyType>, Nullable<Boolean>, ConditionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<SpellDescriptorWrapper>, ConditionsBuilder, Nullable<Boolean>, ContextValue, Nullable<Boolean>, Blueprint<BlueprintWeaponTypeReference>)
BaseBlueprintConfigurator<T, TBuilder>.AdditionalStatBonusOnAttackDamage(Nullable<Single>, Nullable<WeaponCategory>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<ConditionEnum>, Nullable<ConditionEnum>, Nullable<GripType>)
BaseBlueprintConfigurator<T, TBuilder>.AddAllAttacksEnhancement(Nullable<Int32>, Nullable<ModifierDescriptor>)
BaseBlueprintConfigurator<T, TBuilder>.AddRuleCalculateDamageWithWeaponTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponCategory>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<PhysicalDamageForm>, Nullable<Boolean>, Nullable<Feet>, Nullable<Boolean>, Nullable<WeaponFighterGroup>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponRangeType>, Nullable<Boolean>, Nullable<Boolean>, Blueprint<BlueprintItemWeaponReference>, Blueprint<BlueprintWeaponTypeReference>)
BaseBlueprintConfigurator<T, TBuilder>.AddMarkUsableWhileCan(ConditionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddArmyBattleResultsTrigger(Nullable<RegionId>, Blueprint<BlueprintArmyLeaderReference>, List<Blueprint<BlueprintArmyPresetReference>>, Nullable<ArmyType>, Nullable<Boolean>, ActionsBuilder, ActionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddKingdomRegionClaimedTrigger(ActionsBuilder, List<Blueprint<BlueprintRegionReference>>)
BaseBlueprintConfigurator<T, TBuilder>.AddSettlementSiegeTrigger(ActionsBuilder, ActionsBuilder, ActionsBuilder, Blueprint<BlueprintGlobalMapPointReference>, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddArmyUnitRecruitedTrigger(ActionsBuilder, Nullable<ArmyProperties>, List<Blueprint<BlueprintUnitReference>>, Nullable<Boolean>, Nullable<Boolean>, Nullable<MercenariesIncludeOption>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Int32>)
BaseBlueprintConfigurator<T, TBuilder>.AddLeaderRecruitedTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddSummonUnitsAfterArmyBattle(SummonUnitsAfterArmyBattle.SummonGroup[], Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddGarrisonDefeatedTrigger(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>)
BaseBlueprintConfigurator<T, TBuilder>.AddPlayerVisitGlobalMapLocationTrigger(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>)
BaseBlueprintConfigurator<T, TBuilder>.AddOnIsleStateEnterTrigger(ActionsBuilder, IsleEvaluator, String)
BaseBlueprintConfigurator<T, TBuilder>.AddOnIsleStateExitTrigger(ActionsBuilder, IsleEvaluator, String)
BaseBlueprintConfigurator<T, TBuilder>.AddActivateTrigger(ActionsBuilder, Nullable<Boolean>, ConditionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddAreaDidLoadTrigger(ActionsBuilder, ConditionsBuilder)
BaseBlueprintConfigurator<T, TBuilder>.AddDeactivateTrigger(ActionsBuilder, ConditionsBuilder)
BaseBlueprintConfigurator<T, TBuilder>.AddDeviceInteractionTrigger(ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<T, TBuilder>.AddEvaluatedUnitCombatTrigger(ActionsBuilder, Nullable<Boolean>, UnitEvaluator)
BaseBlueprintConfigurator<T, TBuilder>.AddEvaluatedUnitDeathTrigger(ActionsBuilder, Nullable<Boolean>, UnitEvaluator)
BaseBlueprintConfigurator<T, TBuilder>.AddEvaluatedUnitHealthTrigger(ActionsBuilder, Nullable<Boolean>, Nullable<Int32>, Nullable<Boolean>, UnitEvaluator)
BaseBlueprintConfigurator<T, TBuilder>.AddExperienceTrigger(ActionsBuilder, ConditionsBuilder, Nullable<Int32>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddGenericInteractionTrigger(ActionsBuilder, EntityReference, ActionsBuilder, Nullable<Boolean>)
BaseBlueprintConfigurator<T, TBuilder>.AddItemInContainerTrigger(Blueprint<BlueprintItemReference>, MapObjectEvaluator, ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<T, TBuilder>.AddLevelUpTrigger(ActionsBuilder, ConditionsBuilder, UnitEvaluator, Nullable<LevelUpTrigger.UnitEntryType>)
BaseBlueprintConfigurator<T, TBuilder>.AddPartyInventoryTrigger(Blueprint<BlueprintItemReference>, ActionsBuilder, ActionsBuilder)
BaseBlueprintConfigurator<T, TBuilder>.AddPerceptionTrigger(MapObjectEvaluator, ActionsBuilder, UnitEvaluator)
BaseBlueprintConfigurator<T, TBuilder>.AddRestTrigger(ActionsBuilder, ConditionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, Nullable<Boolean>, Nullable<RestResult>)
BaseBlueprintConfigurator<T, TBuilder>.AddScriptZoneTrigger(ActionsBuilder, ConditionsBuilder, ActionsBuilder, ConditionsBuilder, EntityReference, String)
BaseBlueprintConfigurator<T, TBuilder>.AddSpawnUnitTrigger(ActionsBuilder, Blueprint<BlueprintUnitReference>)
BaseBlueprintConfigurator<T, TBuilder>.AddSpellCastTrigger(ActionsBuilder, EntityReference, List<Blueprint<BlueprintAbilityReference>>)
BaseBlueprintConfigurator<T, TBuilder>.AddSummonPoolTrigger(ActionsBuilder, Nullable<SummonPoolTrigger.ChangeTypes>, ConditionsBuilder, Nullable<Int32>, Blueprint<BlueprintSummonPoolReference>)
BaseBlueprintConfigurator<T, TBuilder>.AddTimeOfDayChangedTrigger(ActionsBuilder, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddUIEventTrigger(ActionsBuilder, ConditionsBuilder, Nullable<UIEventType>, Action<BlueprintComponent, BlueprintComponent>, ComponentMerge)
BaseBlueprintConfigurator<T, TBuilder>.AddUnitHealthTrigger(ActionsBuilder, Nullable<Int32>, Blueprint<BlueprintUnitReference>)
BaseBlueprintConfigurator<T, TBuilder>.AddTrapTrigger(Action<BlueprintComponent, BlueprintComponent>, ComponentMerge, ActionsBuilder, ActionsBuilder, MapObjectEvaluator)
BaseBlueprintConfigurator<T, TBuilder>.AddVendorDealTrigger(ActionsBuilder, Nullable<VendorDealTrigger.DealType>, Blueprint<BlueprintItemReference>, UnitEvaluator)
RootConfigurator<T, TBuilder>.Logger
RootConfigurator<T, TBuilder>.Self
RootConfigurator<T, TBuilder>.Blueprint
RootConfigurator<T, TBuilder>.Configured
RootConfigurator<T, TBuilder>.ConfigureDelayedBlueprints()
RootConfigurator<T, TBuilder>.Configure(Boolean)
RootConfigurator<T, TBuilder>.AddComponent(BlueprintComponent)
RootConfigurator<T, TBuilder>.AddComponent<C>(Action<C>)
RootConfigurator<T, TBuilder>.AddUniqueComponent(BlueprintComponent, ComponentMerge, Action<BlueprintComponent, BlueprintComponent>)
RootConfigurator<T, TBuilder>.EditComponent<C>(Action<C>)
RootConfigurator<T, TBuilder>.EditComponents<C>(Action<C>, Func<C, Boolean>)
RootConfigurator<T, TBuilder>.RemoveComponents(Func<BlueprintComponent, Boolean>)
RootConfigurator<T, TBuilder>.OnConfigure(Action<T>[])
RootConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>>, Type[])
RootConfigurator<T, TBuilder>.CopyFrom(Blueprint<BlueprintReference<BlueprintScriptableObject>>, Predicate<BlueprintComponent>)
RootConfigurator<T, TBuilder>.OnConfigureInternal(Action<T>[])
RootConfigurator<T, TBuilder>.OnConfigureCompleted()
RootConfigurator<T, TBuilder>.Validate(Object)
Namespace: BlueprintCore.Blueprints.Configurators.Visual
Assembly: BlueprintCore.dll
Syntax
public abstract class BaseHitSystemRootConfigurator<T, TBuilder> : BaseBlueprintConfigurator<T, TBuilder> where T : HitSystemRoot where TBuilder : BaseHitSystemRootConfigurator<T, TBuilder>
Type Parameters
Name Description
T
TBuilder
Remarks

Each supported blueprint type has a corresponding Configurator class to create and modify blueprints of that type, e.g. FeatureConfigurator supports BlueprintFeature. Configurators exist for all blueprint types inheriting from Kingmaker.Blueprints.BlueprintScriptableObject, excluding any that are not used in the base game.

Creating a Blueprint

Use New(string, string) to create a blueprint:

FeatureConfigurator.New(MyBlueprintName, MyBlueprintGuid)

Once New() is called the blueprint is added to the game library and can be referenced.

Using the Configurator

New() returns a configurator with methods to set or modify blueprint fields and add or modify Kingmaker.Blueprints.BlueprintComponent:

FeatureConfigurator.New(MyBlueprintName, MyBlueprintGuid).AddToGroups(FeatureGroup.Feat).AddPrerequisiteAlignment(AlignmentMaskType.LawfulGood).Configure();

Each method call returns the configurator allowing you to chain calls. Nothing is modified on the blueprint until Configure() is called, at which point the changes are applied and validated. Potential problems with the blueprint are logged as warnings.

Modifying an Existing Blueprint

Use For(Blueprint) to modify existing blueprints:

CharacterClassConfigurator.For(WizardClassGuid)

Usage is otherwise identical to creating a new blueprint.

For more information see Using BlueprintCore.

Constructors

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BaseHitSystemRootConfigurator(Blueprint<BlueprintReference<T>>)

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

Methods

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AddToBloodTypes(BloodEntry[])

Adds to the contents of Kingmaker.Visual.HitSystem.HitSystemRoot.BloodTypes

Declaration
public TBuilder AddToBloodTypes(params BloodEntry[] bloodTypes)
Parameters
Type Name Description
Kingmaker.Visual.HitSystem.BloodEntry[] bloodTypes
Returns
Type Description
TBuilder
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AddToDamageTypes(DamageEntry[])

Adds to the contents of Kingmaker.Visual.HitSystem.HitSystemRoot.DamageTypes

Declaration
public TBuilder AddToDamageTypes(params DamageEntry[] damageTypes)
Parameters
Type Name Description
Kingmaker.Visual.HitSystem.DamageEntry[] damageTypes
Returns
Type Description
TBuilder
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AddToEnergyTypes(EnergyEntry[])

Adds to the contents of Kingmaker.Visual.HitSystem.HitSystemRoot.EnergyTypes

Declaration
public TBuilder AddToEnergyTypes(params EnergyEntry[] energyTypes)
Parameters
Type Name Description
Kingmaker.Visual.HitSystem.EnergyEntry[] energyTypes
Returns
Type Description
TBuilder
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AddToOverrideHitDirectionPrefabFromAnimationStyle(BloodPrefabsFromWeaponAnimationStyleEntry[])

Adds to the contents of Kingmaker.Visual.HitSystem.HitSystemRoot.OverrideHitDirectionPrefabFromAnimationStyle

Declaration
public TBuilder AddToOverrideHitDirectionPrefabFromAnimationStyle(params BloodPrefabsFromWeaponAnimationStyleEntry[] overrideHitDirectionPrefabFromAnimationStyle)
Parameters
Type Name Description
Kingmaker.Visual.HitSystem.BloodPrefabsFromWeaponAnimationStyleEntry[] overrideHitDirectionPrefabFromAnimationStyle
Returns
Type Description
TBuilder
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ClearBloodTypes()

Removes all elements from Kingmaker.Visual.HitSystem.HitSystemRoot.BloodTypes

Declaration
public TBuilder ClearBloodTypes()
Returns
Type Description
TBuilder
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ClearDamageTypes()

Removes all elements from Kingmaker.Visual.HitSystem.HitSystemRoot.DamageTypes

Declaration
public TBuilder ClearDamageTypes()
Returns
Type Description
TBuilder
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ClearEnergyTypes()

Removes all elements from Kingmaker.Visual.HitSystem.HitSystemRoot.EnergyTypes

Declaration
public TBuilder ClearEnergyTypes()
Returns
Type Description
TBuilder
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ClearOverrideHitDirectionPrefabFromAnimationStyle()

Removes all elements from Kingmaker.Visual.HitSystem.HitSystemRoot.OverrideHitDirectionPrefabFromAnimationStyle

Declaration
public TBuilder ClearOverrideHitDirectionPrefabFromAnimationStyle()
Returns
Type Description
TBuilder
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CopyFrom(Blueprint<BlueprintReference<HitSystemRoot>>, Predicate<BlueprintComponent>)

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

Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<HitSystemRoot>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Visual.HitSystem.HitSystemRoot>> blueprint
System.Predicate<Kingmaker.Blueprints.BlueprintComponent> componentMatcher

Any components in blueprint matching the predicate are copied. These are shallow copies that are shared by both blueprints.

Returns
Type Description
TBuilder
Remarks

NOT A DEEP COPY. This means objects copied are shared between blueprints. Changes to copied objects affect both blueprints.

Recommended when you need to create a nearly identical ability but change some parts such as a ContextRankConfig.

// Copy the Undead Bloodline's Incorporeal Form ability, replacing the duration w/ Character Level rounds
AbilityConfigurator.New(NewIncorporealForm, Guids.NewIncorporealForm)
  .CopyFrom(
    AbilityRefs.BloodlineUndeadIncorporealFormAbility,
    typeof(AbilityEffectRunAction),
    typeof(AbilityResourceLogic),
    typeof(SpellComponent))
  .AddContextRankConfig(ContextRankConfigs.CharacterLevel())
  .Configure();
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CopyFrom(Blueprint<BlueprintReference<HitSystemRoot>>, Type[])

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

Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<HitSystemRoot>> blueprint, params Type[] componentTypes)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Visual.HitSystem.HitSystemRoot>> blueprint
System.Type[] componentTypes

Any components in blueprint of the listed types are copied. These are shallow copies that are shared by both blueprints.

Returns
Type Description
TBuilder
Remarks

NOT A DEEP COPY. This means objects copied are shared between blueprints. Changes to copied objects affect both blueprints.

Recommended when you need to create a nearly identical ability but change some parts such as a ContextRankConfig.

// Copy the Undead Bloodline's Incorporeal Form ability, replacing the duration w/ Character Level rounds
AbilityConfigurator.New(NewIncorporealForm, Guids.NewIncorporealForm)
  .CopyFrom(
    AbilityRefs.BloodlineUndeadIncorporealFormAbility,
    typeof(AbilityEffectRunAction),
    typeof(AbilityResourceLogic),
    typeof(SpellComponent))
  .AddContextRankConfig(ContextRankConfigs.CharacterLevel())
  .Configure();
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ModifyBloodTypes(Action<BloodEntry>)

Modifies Kingmaker.Visual.HitSystem.HitSystemRoot.BloodTypes by invoking the provided action on each element.

Declaration
public TBuilder ModifyBloodTypes(Action<BloodEntry> action)
Parameters
Type Name Description
System.Action<Kingmaker.Visual.HitSystem.BloodEntry> action
Returns
Type Description
TBuilder
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ModifyDamageTypes(Action<DamageEntry>)

Modifies Kingmaker.Visual.HitSystem.HitSystemRoot.DamageTypes by invoking the provided action on each element.

Declaration
public TBuilder ModifyDamageTypes(Action<DamageEntry> action)
Parameters
Type Name Description
System.Action<Kingmaker.Visual.HitSystem.DamageEntry> action
Returns
Type Description
TBuilder
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ModifyDefaultAoeDamage(Action<DamageHitSettings>)

Modifies Kingmaker.Visual.HitSystem.HitSystemRoot.DefaultAoeDamage by invoking the provided action.

Declaration
public TBuilder ModifyDefaultAoeDamage(Action<DamageHitSettings> action)
Parameters
Type Name Description
System.Action<Kingmaker.Visual.HitSystem.DamageHitSettings> action
Returns
Type Description
TBuilder
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ModifyDefaultDamage(Action<DamageHitSettings>)

Modifies Kingmaker.Visual.HitSystem.HitSystemRoot.DefaultDamage by invoking the provided action.

Declaration
public TBuilder ModifyDefaultDamage(Action<DamageHitSettings> action)
Parameters
Type Name Description
System.Action<Kingmaker.Visual.HitSystem.DamageHitSettings> action
Returns
Type Description
TBuilder
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ModifyEnergyResistance(Action<GameObject>)

Modifies Kingmaker.Visual.HitSystem.HitSystemRoot.EnergyResistance by invoking the provided action.

Declaration
public TBuilder ModifyEnergyResistance(Action<GameObject> action)
Parameters
Type Name Description
System.Action<UnityEngine.GameObject> action
Returns
Type Description
TBuilder
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ModifyEnergyTypes(Action<EnergyEntry>)

Modifies Kingmaker.Visual.HitSystem.HitSystemRoot.EnergyTypes by invoking the provided action on each element.

Declaration
public TBuilder ModifyEnergyTypes(Action<EnergyEntry> action)
Parameters
Type Name Description
System.Action<Kingmaker.Visual.HitSystem.EnergyEntry> action
Returns
Type Description
TBuilder
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ModifyOverrideHitDirectionPrefabFromAnimationStyle(Action<BloodPrefabsFromWeaponAnimationStyleEntry>)

Modifies Kingmaker.Visual.HitSystem.HitSystemRoot.OverrideHitDirectionPrefabFromAnimationStyle by invoking the provided action on each element.

Declaration
public TBuilder ModifyOverrideHitDirectionPrefabFromAnimationStyle(Action<BloodPrefabsFromWeaponAnimationStyleEntry> action)
Parameters
Type Name Description
System.Action<Kingmaker.Visual.HitSystem.BloodPrefabsFromWeaponAnimationStyleEntry> action
Returns
Type Description
TBuilder
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OnConfigureCompleted()

Declaration
protected override void OnConfigureCompleted()
Overrides
BlueprintCore.Blueprints.CustomConfigurators.RootConfigurator<T, TBuilder>.OnConfigureCompleted()
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RemoveFromBloodTypes(BloodEntry[])

Removes elements from Kingmaker.Visual.HitSystem.HitSystemRoot.BloodTypes

Declaration
public TBuilder RemoveFromBloodTypes(params BloodEntry[] bloodTypes)
Parameters
Type Name Description
Kingmaker.Visual.HitSystem.BloodEntry[] bloodTypes
Returns
Type Description
TBuilder
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RemoveFromBloodTypes(Func<BloodEntry, Boolean>)

Removes elements from Kingmaker.Visual.HitSystem.HitSystemRoot.BloodTypes that match the provided predicate.

Declaration
public TBuilder RemoveFromBloodTypes(Func<BloodEntry, bool> predicate)
Parameters
Type Name Description
System.Func<Kingmaker.Visual.HitSystem.BloodEntry, System.Boolean> predicate
Returns
Type Description
TBuilder
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RemoveFromDamageTypes(DamageEntry[])

Removes elements from Kingmaker.Visual.HitSystem.HitSystemRoot.DamageTypes

Declaration
public TBuilder RemoveFromDamageTypes(params DamageEntry[] damageTypes)
Parameters
Type Name Description
Kingmaker.Visual.HitSystem.DamageEntry[] damageTypes
Returns
Type Description
TBuilder
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RemoveFromDamageTypes(Func<DamageEntry, Boolean>)

Removes elements from Kingmaker.Visual.HitSystem.HitSystemRoot.DamageTypes that match the provided predicate.

Declaration
public TBuilder RemoveFromDamageTypes(Func<DamageEntry, bool> predicate)
Parameters
Type Name Description
System.Func<Kingmaker.Visual.HitSystem.DamageEntry, System.Boolean> predicate
Returns
Type Description
TBuilder
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RemoveFromEnergyTypes(EnergyEntry[])

Removes elements from Kingmaker.Visual.HitSystem.HitSystemRoot.EnergyTypes

Declaration
public TBuilder RemoveFromEnergyTypes(params EnergyEntry[] energyTypes)
Parameters
Type Name Description
Kingmaker.Visual.HitSystem.EnergyEntry[] energyTypes
Returns
Type Description
TBuilder
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RemoveFromEnergyTypes(Func<EnergyEntry, Boolean>)

Removes elements from Kingmaker.Visual.HitSystem.HitSystemRoot.EnergyTypes that match the provided predicate.

Declaration
public TBuilder RemoveFromEnergyTypes(Func<EnergyEntry, bool> predicate)
Parameters
Type Name Description
System.Func<Kingmaker.Visual.HitSystem.EnergyEntry, System.Boolean> predicate
Returns
Type Description
TBuilder
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RemoveFromOverrideHitDirectionPrefabFromAnimationStyle(BloodPrefabsFromWeaponAnimationStyleEntry[])

Removes elements from Kingmaker.Visual.HitSystem.HitSystemRoot.OverrideHitDirectionPrefabFromAnimationStyle

Declaration
public TBuilder RemoveFromOverrideHitDirectionPrefabFromAnimationStyle(params BloodPrefabsFromWeaponAnimationStyleEntry[] overrideHitDirectionPrefabFromAnimationStyle)
Parameters
Type Name Description
Kingmaker.Visual.HitSystem.BloodPrefabsFromWeaponAnimationStyleEntry[] overrideHitDirectionPrefabFromAnimationStyle
Returns
Type Description
TBuilder
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RemoveFromOverrideHitDirectionPrefabFromAnimationStyle(Func<BloodPrefabsFromWeaponAnimationStyleEntry, Boolean>)

Removes elements from Kingmaker.Visual.HitSystem.HitSystemRoot.OverrideHitDirectionPrefabFromAnimationStyle that match the provided predicate.

Declaration
public TBuilder RemoveFromOverrideHitDirectionPrefabFromAnimationStyle(Func<BloodPrefabsFromWeaponAnimationStyleEntry, bool> predicate)
Parameters
Type Name Description
System.Func<Kingmaker.Visual.HitSystem.BloodPrefabsFromWeaponAnimationStyleEntry, System.Boolean> predicate
Returns
Type Description
TBuilder
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SetBloodTypes(BloodEntry[])

Sets the value of Kingmaker.Visual.HitSystem.HitSystemRoot.BloodTypes

Declaration
public TBuilder SetBloodTypes(params BloodEntry[] bloodTypes)
Parameters
Type Name Description
Kingmaker.Visual.HitSystem.BloodEntry[] bloodTypes
Returns
Type Description
TBuilder
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SetBlowUpDismembermentChance(Single)

Sets the value of Kingmaker.Visual.HitSystem.HitSystemRoot.BlowUpDismembermentChance

Declaration
public TBuilder SetBlowUpDismembermentChance(float blowUpDismembermentChance)
Parameters
Type Name Description
System.Single blowUpDismembermentChance
Returns
Type Description
TBuilder
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SetDamageTypes(DamageEntry[])

Sets the value of Kingmaker.Visual.HitSystem.HitSystemRoot.DamageTypes

Declaration
public TBuilder SetDamageTypes(params DamageEntry[] damageTypes)
Parameters
Type Name Description
Kingmaker.Visual.HitSystem.DamageEntry[] damageTypes
Returns
Type Description
TBuilder
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SetDefaultAoeDamage(DamageHitSettings)

Sets the value of Kingmaker.Visual.HitSystem.HitSystemRoot.DefaultAoeDamage

Declaration
public TBuilder SetDefaultAoeDamage(DamageHitSettings defaultAoeDamage)
Parameters
Type Name Description
Kingmaker.Visual.HitSystem.DamageHitSettings defaultAoeDamage
Returns
Type Description
TBuilder
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SetDefaultDamage(DamageHitSettings)

Sets the value of Kingmaker.Visual.HitSystem.HitSystemRoot.DefaultDamage

Declaration
public TBuilder SetDefaultDamage(DamageHitSettings defaultDamage)
Parameters
Type Name Description
Kingmaker.Visual.HitSystem.DamageHitSettings defaultDamage
Returns
Type Description
TBuilder
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SetEnergyResistance(Asset<GameObject>)

Sets the value of Kingmaker.Visual.HitSystem.HitSystemRoot.EnergyResistance

Declaration
public TBuilder SetEnergyResistance(Asset<GameObject> energyResistance)
Parameters
Type Name Description
Asset<UnityEngine.GameObject> energyResistance

You can pass in the animation using a GameObject or it's AssetId.

Returns
Type Description
TBuilder
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SetEnergyTypes(EnergyEntry[])

Sets the value of Kingmaker.Visual.HitSystem.HitSystemRoot.EnergyTypes

Declaration
public TBuilder SetEnergyTypes(params EnergyEntry[] energyTypes)
Parameters
Type Name Description
Kingmaker.Visual.HitSystem.EnergyEntry[] energyTypes
Returns
Type Description
TBuilder
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SetInitialized(Boolean)

Sets the value of Kingmaker.Visual.HitSystem.HitSystemRoot.m_Initialized

Declaration
public TBuilder SetInitialized(bool initialized = true)
Parameters
Type Name Description
System.Boolean initialized
Returns
Type Description
TBuilder
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SetLimbsApartDismembermentChance(Single)

Sets the value of Kingmaker.Visual.HitSystem.HitSystemRoot.LimbsApartDismembermentChance

Declaration
public TBuilder SetLimbsApartDismembermentChance(float limbsApartDismembermentChance)
Parameters
Type Name Description
System.Single limbsApartDismembermentChance
Returns
Type Description
TBuilder
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SetMaxHeightIncrease(Single)

Sets the value of Kingmaker.Visual.HitSystem.HitSystemRoot.MaxHeightIncrease

Declaration
public TBuilder SetMaxHeightIncrease(float maxHeightIncrease)
Parameters
Type Name Description
System.Single maxHeightIncrease
Returns
Type Description
TBuilder
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SetOverrideHitDirectionPrefabFromAnimationStyle(BloodPrefabsFromWeaponAnimationStyleEntry[])

Sets the value of Kingmaker.Visual.HitSystem.HitSystemRoot.OverrideHitDirectionPrefabFromAnimationStyle

Declaration
public TBuilder SetOverrideHitDirectionPrefabFromAnimationStyle(params BloodPrefabsFromWeaponAnimationStyleEntry[] overrideHitDirectionPrefabFromAnimationStyle)
Parameters
Type Name Description
Kingmaker.Visual.HitSystem.BloodPrefabsFromWeaponAnimationStyleEntry[] overrideHitDirectionPrefabFromAnimationStyle
Returns
Type Description
TBuilder
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SetRagdollDistanceForLootBag(Single)

Sets the value of Kingmaker.Visual.HitSystem.HitSystemRoot.RagdollDistanceForLootBag

Declaration
public TBuilder SetRagdollDistanceForLootBag(float ragdollDistanceForLootBag)
Parameters
Type Name Description
System.Single ragdollDistanceForLootBag
Returns
Type Description
TBuilder
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