Show / Hide Table of Contents

Class BaseKingmakerEquipmentEntityConfigurator<T, TBuilder>

Implements common fields and components for blueprints inheriting from Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.

Inheritance
System.Object
Configurator
RootConfigurator<T, TBuilder>
BaseBlueprintConfigurator<T, TBuilder>
BaseKingmakerEquipmentEntityConfigurator<T, TBuilder>
KingmakerEquipmentEntityConfigurator
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 BaseKingmakerEquipmentEntityConfigurator<T, TBuilder> : BaseBlueprintConfigurator<T, TBuilder> where T : KingmakerEquipmentEntity where TBuilder : BaseKingmakerEquipmentEntityConfigurator<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 Source

BaseKingmakerEquipmentEntityConfigurator(Blueprint<BlueprintReference<T>>)

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

Methods

| Improve this Doc View Source

AddToFemaleArray(AssetLink<EquipmentEntityLink>[])

Adds to the contents of Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_FemaleArray

Declaration
public TBuilder AddToFemaleArray(params AssetLink<EquipmentEntityLink>[] femaleArray)
Parameters
Type Name Description
AssetLink<Kingmaker.ResourceLinks.EquipmentEntityLink>[] femaleArray

You can pass in the animation using an EquipmentEntityLink or it's AssetId.

Returns
Type Description
TBuilder
| Improve this Doc View Source

AddToMaleArray(AssetLink<EquipmentEntityLink>[])

Adds to the contents of Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_MaleArray

Declaration
public TBuilder AddToMaleArray(params AssetLink<EquipmentEntityLink>[] maleArray)
Parameters
Type Name Description
AssetLink<Kingmaker.ResourceLinks.EquipmentEntityLink>[] maleArray

You can pass in the animation using an EquipmentEntityLink or it's AssetId.

Returns
Type Description
TBuilder
| Improve this Doc View Source

AddToRaceDependentArrays(KingmakerEquipmentEntity.TwoLists[])

Adds to the contents of Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_RaceDependentArrays

Declaration
public TBuilder AddToRaceDependentArrays(params KingmakerEquipmentEntity.TwoLists[] raceDependentArrays)
Parameters
Type Name Description
Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.TwoLists[] raceDependentArrays
Returns
Type Description
TBuilder
| Improve this Doc View Source

ClearFemaleArray()

Removes all elements from Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_FemaleArray

Declaration
public TBuilder ClearFemaleArray()
Returns
Type Description
TBuilder
| Improve this Doc View Source

ClearMaleArray()

Removes all elements from Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_MaleArray

Declaration
public TBuilder ClearMaleArray()
Returns
Type Description
TBuilder
| Improve this Doc View Source

ClearRaceDependentArrays()

Removes all elements from Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_RaceDependentArrays

Declaration
public TBuilder ClearRaceDependentArrays()
Returns
Type Description
TBuilder
| Improve this Doc View Source

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

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

Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<KingmakerEquipmentEntity>> blueprint, Predicate<BlueprintComponent> componentMatcher)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity>> 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();
| Improve this Doc View Source

CopyFrom(Blueprint<BlueprintReference<KingmakerEquipmentEntity>>, Type[])

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

Declaration
public TBuilder CopyFrom(Blueprint<BlueprintReference<KingmakerEquipmentEntity>> blueprint, params Type[] componentTypes)
Parameters
Type Name Description
Blueprint<Kingmaker.Blueprints.BlueprintReference<Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity>> 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();
| Improve this Doc View Source

ModifyFemaleArray(Action<EquipmentEntityLink>)

Modifies Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_FemaleArray by invoking the provided action on each element.

Declaration
public TBuilder ModifyFemaleArray(Action<EquipmentEntityLink> action)
Parameters
Type Name Description
System.Action<Kingmaker.ResourceLinks.EquipmentEntityLink> action
Returns
Type Description
TBuilder
| Improve this Doc View Source

ModifyMaleArray(Action<EquipmentEntityLink>)

Modifies Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_MaleArray by invoking the provided action on each element.

Declaration
public TBuilder ModifyMaleArray(Action<EquipmentEntityLink> action)
Parameters
Type Name Description
System.Action<Kingmaker.ResourceLinks.EquipmentEntityLink> action
Returns
Type Description
TBuilder
| Improve this Doc View Source

ModifyRaceDependentArrays(Action<KingmakerEquipmentEntity.TwoLists>)

Modifies Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_RaceDependentArrays by invoking the provided action on each element.

Declaration
public TBuilder ModifyRaceDependentArrays(Action<KingmakerEquipmentEntity.TwoLists> action)
Parameters
Type Name Description
System.Action<Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.TwoLists> action
Returns
Type Description
TBuilder
| Improve this Doc View Source

OnConfigureCompleted()

Declaration
protected override void OnConfigureCompleted()
Overrides
BlueprintCore.Blueprints.CustomConfigurators.RootConfigurator<T, TBuilder>.OnConfigureCompleted()
| Improve this Doc View Source

RemoveFromFemaleArray(AssetLink<EquipmentEntityLink>[])

Removes elements from Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_FemaleArray

Declaration
public TBuilder RemoveFromFemaleArray(params AssetLink<EquipmentEntityLink>[] femaleArray)
Parameters
Type Name Description
AssetLink<Kingmaker.ResourceLinks.EquipmentEntityLink>[] femaleArray

You can pass in the animation using an EquipmentEntityLink or it's AssetId.

Returns
Type Description
TBuilder
| Improve this Doc View Source

RemoveFromFemaleArray(Func<EquipmentEntityLink, Boolean>)

Removes elements from Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_FemaleArray that match the provided predicate.

Declaration
public TBuilder RemoveFromFemaleArray(Func<EquipmentEntityLink, bool> predicate)
Parameters
Type Name Description
System.Func<Kingmaker.ResourceLinks.EquipmentEntityLink, System.Boolean> predicate
Returns
Type Description
TBuilder
| Improve this Doc View Source

RemoveFromMaleArray(AssetLink<EquipmentEntityLink>[])

Removes elements from Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_MaleArray

Declaration
public TBuilder RemoveFromMaleArray(params AssetLink<EquipmentEntityLink>[] maleArray)
Parameters
Type Name Description
AssetLink<Kingmaker.ResourceLinks.EquipmentEntityLink>[] maleArray

You can pass in the animation using an EquipmentEntityLink or it's AssetId.

Returns
Type Description
TBuilder
| Improve this Doc View Source

RemoveFromMaleArray(Func<EquipmentEntityLink, Boolean>)

Removes elements from Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_MaleArray that match the provided predicate.

Declaration
public TBuilder RemoveFromMaleArray(Func<EquipmentEntityLink, bool> predicate)
Parameters
Type Name Description
System.Func<Kingmaker.ResourceLinks.EquipmentEntityLink, System.Boolean> predicate
Returns
Type Description
TBuilder
| Improve this Doc View Source

RemoveFromRaceDependentArrays(KingmakerEquipmentEntity.TwoLists[])

Removes elements from Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_RaceDependentArrays

Declaration
public TBuilder RemoveFromRaceDependentArrays(params KingmakerEquipmentEntity.TwoLists[] raceDependentArrays)
Parameters
Type Name Description
Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.TwoLists[] raceDependentArrays
Returns
Type Description
TBuilder
| Improve this Doc View Source

RemoveFromRaceDependentArrays(Func<KingmakerEquipmentEntity.TwoLists, Boolean>)

Removes elements from Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_RaceDependentArrays that match the provided predicate.

Declaration
public TBuilder RemoveFromRaceDependentArrays(Func<KingmakerEquipmentEntity.TwoLists, bool> predicate)
Parameters
Type Name Description
System.Func<Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.TwoLists, System.Boolean> predicate
Returns
Type Description
TBuilder
| Improve this Doc View Source

SetFemaleArray(AssetLink<EquipmentEntityLink>[])

Sets the value of Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_FemaleArray

Declaration
public TBuilder SetFemaleArray(params AssetLink<EquipmentEntityLink>[] femaleArray)
Parameters
Type Name Description
AssetLink<Kingmaker.ResourceLinks.EquipmentEntityLink>[] femaleArray

You can pass in the animation using an EquipmentEntityLink or it's AssetId.

Returns
Type Description
TBuilder
| Improve this Doc View Source

SetMaleArray(AssetLink<EquipmentEntityLink>[])

Sets the value of Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_MaleArray

Declaration
public TBuilder SetMaleArray(params AssetLink<EquipmentEntityLink>[] maleArray)
Parameters
Type Name Description
AssetLink<Kingmaker.ResourceLinks.EquipmentEntityLink>[] maleArray

You can pass in the animation using an EquipmentEntityLink or it's AssetId.

Returns
Type Description
TBuilder
| Improve this Doc View Source

SetRaceDependent(Boolean)

Sets the value of Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_RaceDependent

Declaration
public TBuilder SetRaceDependent(bool raceDependent = true)
Parameters
Type Name Description
System.Boolean raceDependent
Returns
Type Description
TBuilder
| Improve this Doc View Source

SetRaceDependentArrays(KingmakerEquipmentEntity.TwoLists[])

Sets the value of Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.m_RaceDependentArrays

Declaration
public TBuilder SetRaceDependentArrays(params KingmakerEquipmentEntity.TwoLists[] raceDependentArrays)
Parameters
Type Name Description
Kingmaker.Visual.CharacterSystem.KingmakerEquipmentEntity.TwoLists[] raceDependentArrays
Returns
Type Description
TBuilder
  • Improve this Doc
  • View Source
In This Article
Back to top Generated by DocFX