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Custom Blueprint Format
spacehamster edited this page Feb 6, 2019
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19 revisions
The Blueprint Information File file BlueprintInfo.json
lets the mod know which blueprints to load. The file must be placed in \Steam\steamapps\common\YourGame\Mods\CustomBlueprints\folder\BlueprintInfo.json
.
{
"Classes": [
"File:MyClass.json"
],
"Races": [
"File:MyRace.json"
],
"Feats": [
"File:MyFeat.json"
],
"Register": [
"File:MyBlueprint.json"
]
}
- Classes (optional) - A list of blueprint files of type
BlueprintCharacterClass
to be added to the class selection - Races (optional) - A list of blueprint files of type
BlueprintRace
to be added to the class selection - Feats (optional) - A list of blueprint files of type
BlueprintFeature
to be added to the basic feat selection - Register (optional) - A list of blueprint files of type
BlueprintScriptableObject
to be made available to the game
{
"$type": "Kingmaker.UnitLogic.Buffs.Blueprints.BlueprintBuff, Assembly-CSharp",
"m_Flags": "hiddenInUi, stayOnDeath",
"Stacking": "replace",
"Frequency": "rounds",
"FxOnStart": "Resource:ead2b48db5552414a8b63e33683534ac:Prefabs/Abilities/Fascinate00_CasterCycle",
"FxOnRemove": null,
"m_AllowNonContextActions": false,
"m_DisplayName": "LocalizedString:5aec144a-c679-411c-8d0b-4757bb9ec9c5:Fascinate",
"m_Description": "LocalizedString:9de4eee0-8f9a-4571-bf6b-785248cb2e20:At 6th level, a bard...",
"m_Icon": {
"$type": "Sprite",
"name": "Command",
"InstanceId": 53576
},
"Components": [
{
"$id": "1",
"$type": "Kingmaker.UnitLogic.Buffs.Components.AddAreaEffect, Assembly-CSharp",
"AreaEffect": "Blueprint:a4fc1c0798359974e99e1d790935501d:FascinateArea",
"name": "$AddAreaEffect$3a9f707d-03e6-46c7-83b3-68ee5b0c8f86"
}
],
"m_AssetGuid": "555930f121b364a4e82670b433028728",
"name": null
}
- $type (required) - the C# class name and assembly
- $copy (optional) - a string of format
Blueprint:AssetId:Comment
to pre-populate fields from. - $replace (optional) - a string of format
Blueprint:AssetId:Comment
. Replaces fields from existing blueprint instead of creating a new one. - $append (optional) - a string of format
Blueprint:AssetId:Comment
. Append to fields from existing blueprint instead of creating a new one. - Blueprint Refrence (optional) - a string of format
Blueprint:AssetId:Comment
orFile:path.json:Comment
- Resource Refrence (optional) a string of format
Resource:AssetId:Comment
orFile:path.json:Comment
- LocalizedString Reference (optional) - a string of format
LocalizedString:Key:Comment
orCustomString:Key:Comment
- Unity Object Reference (optional) - an object containing the field 'InstanceId':
integer
,$type
andname
fields are optional. Used to refrence GameObjects, Sprites, Textures and Materials. - name (required) - Must be the same name as the blueprint filename without the json suffix. For example file
Data\folder\MyClass.json
must have the nameMyClass
A json file located in CustomBlueprints\Localization\locale.json
of the format
{
"UniqueKey1":"Value",
"UniqueKey2":"Value"
}