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Tyler Goeringer edited this page Sep 27, 2021 · 5 revisions

Last Updated For Game Version: 1.0.6

Prerequisites

  • Code: Kingmaker.Blueprints.Classes.Prerequisites
  • 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
}
  • Group: Determines how multiple prerequisites within a blueprint interact with one another.
    • All: All of these prerequisites must be satisfied. This is the default.
    • Any: Only one of these prerequisites must be satisfied.
      • Example: ImprovedDirtyTrick requires the character to have KineticWarriorFeature or CombatExpertise.
    • 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.
  • CheckInProgression: If true, the prerequisites are checked when applying any BlueprintProgression features.
    • The default value is false, meaning any feature, class, or archetype applied to a character by a BlueprintProgression would bypass the requirements.
    • Example: WarpriestSpontaneousPositive (Channel Positive Energy) sets this to true for the ChannelPositiveAllowed preqrequisite. This ensures that a Warpriest channeling negative energy does not receive it; instead the progression includes WarpriestSpontaneousNegative.