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Prerequisites
Tyler Goeringer edited this page Sep 27, 2021
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5 revisions
Last Updated For Game Version: 1.0.6
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Code:
Kingmaker.Blueprints.Classes.Prerequisites
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Supported Blueprints:
BlueprintArchetype
BlueprintCharacterClass
BlueprintFeature
Prerequisites are a subset of blueprint components with requirements that must be satisfied before a character can select a feature, class, or archetype.
All prerequisites are prefixed with Prerequisite and inherit from the Prerequisite
class. The Prerequisite
class defines three common fields and an associated enum:
Prerequisite.GroupType Group;
bool CheckInProgression;
bool HideInUI;
enum GroupType
{
All,
Any,
ForcedTrue
}
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Group: Determines how multiple prerequisites within a blueprint interact with one another.
- All: All of these prerequisites must be satisfied. This is the default.
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Any: Only one of these prerequisites must be satisfied.
- Example:
ImprovedDirtyTrick
requires the character to haveKineticWarriorFeature
orCombatExpertise
.
- Example:
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ForcedTrue: If any of these prerequisites are satisfied, all other prerequisites are ignored.
- Example: All
*MythicClass
blueprints use ForcedTrue to allow mythic levels in that class if you already have levels in that class.
- Example: All
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CheckInProgression: If
true
, the prerequisites are checked when applying anyBlueprintProgression
features.- The default value is
false
, meaning any feature, class, or archetype applied to a character by aBlueprintProgression
would bypass the requirements. - Example:
WarpriestSpontaneousPositive
(Channel Positive Energy) sets this totrue
for theChannelPositiveAllowed
preqrequisite. This ensures that a Warpriest channeling negative energy does not receive it; instead the progression includesWarpriestSpontaneousNegative
.
- The default value is
Getting Started
[Wrath] Game Structure
- Abilities
- Blueprints
- Blueprint Components