Show / Hide Table of Contents

Class ActionsBuilder

Fluent builder for Kingmaker.ElementsSystem.ActionList.

Inheritance
System.Object
ActionsBuilder
Namespace: BlueprintCore.Actions.Builder
Assembly: BlueprintCore.dll
Syntax
public class ActionsBuilder
Remarks

Actions are supported using extension methods. Include the extension namespaces as needed.

When Build is called the Kingmaker.ElementsSystem.ActionList is constructed, validated, and returned. If any errors are detected by Validator they will be logged as a warning.

Do not call Build(Validator) twice on the same builder.

If a method calls for a string to represent any type of blueprint, you can pass the blueprint's Kingmaker.Blueprints.SimpleBlueprint.AssetGuid as a string or as a name you already provided using AddGuidsByName().

AreaEx Actions involving the game map, dungeons, or locations. See also KingdomEx for location related actions specifically tied to the Kingdom and Crusade system.
AVEx Actions involving audiovisual effects such as dialogs, camera, cutscenes, and sounds.
BasicEx Most game mechanics related actions not included in ContextEx.
ContextEx Most Kingmaker.UnitLogic.Mechanics.Actions.ContextAction types. Some Kingmaker.UnitLogic.Mechanics.Actions.ContextAction types are in more specific extensions such as AVEx or KingdomEx.
KingdomEx Actions involving the Kingdom and Crusade system.
MiscEx Actions without a better extension container such as achievements and CustomEvent.
NewEx Actions defined in BlueprintCore and not available in the base game.
StoryEx Actions related to the story such as companion stories, quests, name changes, and etudes.
UpgraderEx All UpgraderOnlyActions.
Apply a buff and make a melee attack:
// Provides ApplyBuff and MeleeAttack extensions
using BlueprintCore.Actions.Builder.ContextEx; 

var actionList = ActionsBuilder.New() .ApplyBuff(MyAttackBuff, duration: ContextDuration.Fixed(1)) .MeleeAttack() .Build();

Methods

| Improve this Doc View Source

Add(GameAction)

Adds the specified Kingmaker.ElementsSystem.GameAction to the list, with validation.

Declaration
public ActionsBuilder Add(GameAction action)
Parameters
Type Name Description
Kingmaker.ElementsSystem.GameAction action
Returns
Type Description
ActionsBuilder
Remarks

It is recommended to only call this from an extension class or when adding an action type not supported by the builder.

| Improve this Doc View Source

Add<A>(Action<A>)

Adds a Kingmaker.ElementsSystem.GameAction of the specified type to the list.

Declaration
public ActionsBuilder Add<A>(Action<A> init = null)
    where A : GameAction, new()
Parameters
Type Name Description
System.Action<A> init

Optional initialization System.Action run on the action.

Returns
Type Description
ActionsBuilder
Type Parameters
Name Description
A
Remarks

It is recommended to only call this when adding an action type not supported by the builder.

| Improve this Doc View Source

AddAll(ActionList, Func<GameAction, Boolean>)

Adds all actions from actionList. This is a shallow copy so changes to those actions affect the original list as well.

Declaration
public ActionsBuilder AddAll(ActionList actionList, Func<GameAction, bool> matcher)
Parameters
Type Name Description
Kingmaker.ElementsSystem.ActionList actionList
System.Func<Kingmaker.ElementsSystem.GameAction, System.Boolean> matcher

Only actions matching this function are added

Returns
Type Description
ActionsBuilder
| Improve this Doc View Source

AddAll(ActionList, Type[])

Adds all actions from actionList. This is a shallow copy so changes to those actions affect the original list as well.

Declaration
public ActionsBuilder AddAll(ActionList actionList, params Type[] typesToExclude)
Parameters
Type Name Description
Kingmaker.ElementsSystem.ActionList actionList
System.Type[] typesToExclude

Types of actions which will not be added

Returns
Type Description
ActionsBuilder
| Improve this Doc View Source

Build(Validator)

Declaration
public ActionList Build(Validator parentValidator = null)
Parameters
Type Name Description
Validator parentValidator

If specified, indicates that errors should be reported to this validator. As a result errors will not be logged by this call but can be logged using the provided validator.

Returns
Type Description
Kingmaker.ElementsSystem.ActionList

An Kingmaker.ElementsSystem.ActionList containing all specified actions. Any validation errors are logged as a warning. Do not call twice on the same builder.

| Improve this Doc View Source

Conditional(ConditionsBuilder, ActionsBuilder, ActionsBuilder)

Adds Kingmaker.Designers.EventConditionActionSystem.Actions.Conditional

Declaration
public ActionsBuilder Conditional(ConditionsBuilder conditions, ActionsBuilder ifTrue = null, ActionsBuilder ifFalse = null)
Parameters
Type Name Description
ConditionsBuilder conditions
ActionsBuilder ifTrue
ActionsBuilder ifFalse
Returns
Type Description
ActionsBuilder
| Improve this Doc View Source

New()

Declaration
public static ActionsBuilder New()
Returns
Type Description
ActionsBuilder

A new ActionsBuilder

Operators

| Improve this Doc View Source

Implicit(ActionList to ActionsBuilder)

Declaration
public static implicit operator ActionsBuilder(ActionList actionList)
Parameters
Type Name Description
Kingmaker.ElementsSystem.ActionList actionList
Returns
Type Description
ActionsBuilder

Extension Methods

ActionsBuilderAreaEx.AddCampingEncounter(ActionsBuilder, Blueprint<BlueprintCampingEncounterReference>)
ActionsBuilderAreaEx.ChangeCurrentAreaName(ActionsBuilder, LocalString)
ActionsBuilderAreaEx.ResetCurrentAreaName(ActionsBuilder)
ActionsBuilderAreaEx.DestroyMapObject(ActionsBuilder, MapObjectEvaluator)
ActionsBuilderAreaEx.IncreaseDungeonStage(ActionsBuilder)
ActionsBuilderAreaEx.AskPlayerForLocationName(ActionsBuilder, LocalString, LocalString, Blueprint<BlueprintGlobalMapPoint.Reference>, Nullable<Boolean>, LocalString)
ActionsBuilderAreaEx.CapitalExit(ActionsBuilder, Nullable<AutoSaveMode>, Blueprint<BlueprintAreaEnterPointReference>)
ActionsBuilderAreaEx.DecreaseCorruptionLevelAction(ActionsBuilder)
ActionsBuilderAreaEx.DLC3CampaignMap(ActionsBuilder, Nullable<Int32>)
ActionsBuilderAreaEx.DungeonFinishCurrentIsland(ActionsBuilder)
ActionsBuilderAreaEx.DungeonLevelUpNextCharacter(ActionsBuilder, IntEvaluator)
ActionsBuilderAreaEx.DungeonLoadBossHealth(ActionsBuilder)
ActionsBuilderAreaEx.DungeonMoveToNextExpedition(ActionsBuilder)
ActionsBuilderAreaEx.DungeonOverrideBesmaritToBossLocation(ActionsBuilder, Nullable<Boolean>)
ActionsBuilderAreaEx.DungeonRewardReveal(ActionsBuilder)
ActionsBuilderAreaEx.DungeonRunActionHolderForNextParty(ActionsBuilder, String, Blueprint<ActionsReference>)
ActionsBuilderAreaEx.DungeonSaveBossHealth(ActionsBuilder, Nullable<Boolean>)
ActionsBuilderAreaEx.DungeonSetModificatorIcon(ActionsBuilder, Blueprint<BlueprintDungeonModificatorReference>[])
ActionsBuilderAreaEx.DungeonShowBoons(ActionsBuilder)
ActionsBuilderAreaEx.DungeonShowMap(ActionsBuilder)
ActionsBuilderAreaEx.DungeonShowResults(ActionsBuilder, Nullable<DungeonShowResults.ResultType>)
ActionsBuilderAreaEx.EndAreaEffects(ActionsBuilder, List<Blueprint<BlueprintAbilityAreaEffectReference>>, Nullable<EndAreaEffects.FilterType>, Nullable<Boolean>, Nullable<AreaEffectTags>)
ActionsBuilderAreaEx.GameActionSetIsleLock(ActionsBuilder, IsleEvaluator, Nullable<Boolean>)
ActionsBuilderAreaEx.GameActionSetIsleState(ActionsBuilder, IsleEvaluator, String)
ActionsBuilderAreaEx.GlobalMapTeleport(ActionsBuilder, LocationEvaluator, FloatEvaluator, Nullable<Boolean>)
ActionsBuilderAreaEx.HideMapObject(ActionsBuilder, MapObjectEvaluator, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderAreaEx.LocalMapSetDirty(ActionsBuilder)
ActionsBuilderAreaEx.MakeServiceCaster(ActionsBuilder, UnitEvaluator)
ActionsBuilderAreaEx.MarkLocationClosed(ActionsBuilder, Nullable<Boolean>, Blueprint<BlueprintGlobalMapPoint.Reference>)
ActionsBuilderAreaEx.MarkLocationExplored(ActionsBuilder, Nullable<Boolean>, Blueprint<BlueprintGlobalMapPoint.Reference>)
ActionsBuilderAreaEx.MarkOnLocalMap(ActionsBuilder, Nullable<Boolean>, MapObjectEvaluator)
ActionsBuilderAreaEx.OpenLootContainer(ActionsBuilder, MapObjectEvaluator)
ActionsBuilderAreaEx.OpenOutgoingEdgesOnGlobalMap(ActionsBuilder, Nullable<Boolean>)
ActionsBuilderAreaEx.RemoveAmbush(ActionsBuilder, Nullable<Boolean>, UnitEvaluator)
ActionsBuilderAreaEx.RemoveAreaFromSave(ActionsBuilder, Blueprint<BlueprintAreaReference>, Blueprint<BlueprintAreaMechanicsReference>)
ActionsBuilderAreaEx.RemoveCampingEncounter(ActionsBuilder, Blueprint<BlueprintCampingEncounterReference>)
ActionsBuilderAreaEx.RevealGlobalMap(ActionsBuilder, List<Blueprint<BlueprintGlobalMapPoint.Reference>>, Nullable<Boolean>)
ActionsBuilderAreaEx.ScriptZoneActivate(ActionsBuilder, EntityReference, MapObjectEvaluator, Nullable<Boolean>)
ActionsBuilderAreaEx.ScriptZoneDeactivate(ActionsBuilder, EntityReference, MapObjectEvaluator, Nullable<Boolean>)
ActionsBuilderAreaEx.ScripZoneUnits(ActionsBuilder, ActionsBuilder, EntityReference)
ActionsBuilderAreaEx.SetDeviceState(ActionsBuilder, MapObjectEvaluator, IntEvaluator)
ActionsBuilderAreaEx.SetDeviceTrigger(ActionsBuilder, MapObjectEvaluator, String)
ActionsBuilderAreaEx.SetDisableDevice(ActionsBuilder, MapObjectEvaluator, Nullable<Int32>)
ActionsBuilderAreaEx.ShowMultiEntrance(ActionsBuilder, Blueprint<BlueprintMultiEntranceReference>)
ActionsBuilderAreaEx.SpotMapObject(ActionsBuilder, UnitEvaluator, MapObjectEvaluator)
ActionsBuilderAreaEx.SpotUnit(ActionsBuilder, UnitEvaluator, UnitEvaluator)
ActionsBuilderAreaEx.TeleportParty(ActionsBuilder, ActionsBuilder, Nullable<AutoSaveMode>, Blueprint<BlueprintAreaEnterPointReference>, Nullable<Boolean>)
ActionsBuilderAreaEx.TranslocatePlayer(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, EntityReference)
ActionsBuilderAreaEx.TranslocateUnit(ActionsBuilder, Nullable<Boolean>, FloatEvaluator, EntityReference, PositionEvaluator, UnitEvaluator)
ActionsBuilderAreaEx.TrapCastSpell(ActionsBuilder, PositionEvaluator, Nullable<Int32>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Blueprint<BlueprintAbilityReference>, Nullable<Int32>, PositionEvaluator, TransformEvaluator, MapObjectEvaluator, UnitEvaluator, Nullable<Boolean>)
ActionsBuilderAreaEx.UnlockLocation(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Blueprint<BlueprintGlobalMapPoint.Reference>)
ActionsBuilderAreaEx.UnlockMapEdge(ActionsBuilder, Blueprint<BlueprintGlobalMapEdge.Reference>, Nullable<Boolean>)
ActionsBuilderAVEx.ChangeBookEventImage(ActionsBuilder, AssetLink<SpriteLink>)
ActionsBuilderAVEx.PlaySound(ActionsBuilder, String)
ActionsBuilderAVEx.RunAnimationClip(ActionsBuilder, AssetLink<AnimationClipWrapperLink>, ExecutionMode, Nullable<Single>, Nullable<Single>)
ActionsBuilderAVEx.ShowBark(ActionsBuilder, LocalString, Nullable<Boolean>, Nullable<Boolean>, SharedStringAsset)
ActionsBuilderAVEx.SpawnFx(ActionsBuilder, AssetLink<PrefabLink>)
ActionsBuilderAVEx.AnimationActionToggleFxParticles(ActionsBuilder, UnitEvaluator)
ActionsBuilderAVEx.CameraToPosition(ActionsBuilder, PositionEvaluator)
ActionsBuilderAVEx.ClearBlood(ActionsBuilder)
ActionsBuilderAVEx.Play2DSound(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, String)
ActionsBuilderAVEx.Play3DSound(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, String, EntityReference)
ActionsBuilderAVEx.PlayAnimationOneShot(ActionsBuilder, AssetLink<AnimationClipWrapperLink>, Nullable<Single>, Nullable<Single>, UnitEvaluator)
ActionsBuilderAVEx.PlayCustomMusic(ActionsBuilder, String, String)
ActionsBuilderAVEx.PlayCutscene(ActionsBuilder, Nullable<Boolean>, Blueprint<CutsceneReference>, ParametrizedContextSetter, Nullable<Boolean>)
ActionsBuilderAVEx.ReloadMechanic(ActionsBuilder, Nullable<Boolean>, String)
ActionsBuilderAVEx.SetSoundState(ActionsBuilder, AkStateReference)
ActionsBuilderAVEx.ShowBark(ActionsBuilder, Nullable<Boolean>, MapObjectEvaluator, UnitEvaluator, LocalString, SharedStringAsset)
ActionsBuilderAVEx.SpawnFx(ActionsBuilder, AssetLink<PrefabLink>, TransformEvaluator)
ActionsBuilderAVEx.StartChangeVisual(ActionsBuilder)
ActionsBuilderAVEx.StopCustomMusic(ActionsBuilder)
ActionsBuilderAVEx.StopCutscene(ActionsBuilder, Nullable<Boolean>, Nullable<StopCutscene.UnitCheckType>, Blueprint<CutsceneReference>, UnitEvaluator)
ActionsBuilderAVEx.ToggleObjectFx(ActionsBuilder, MapObjectEvaluator, Nullable<Boolean>)
ActionsBuilderAVEx.ToggleObjectMusic(ActionsBuilder, MapObjectEvaluator, Nullable<Boolean>)
ActionsBuilderBasicEx.AddFact(ActionsBuilder, Blueprint<BlueprintUnitFactReference>, UnitEvaluator)
ActionsBuilderBasicEx.AddFatigueHours(ActionsBuilder, IntEvaluator, UnitEvaluator)
ActionsBuilderBasicEx.AddItems(ActionsBuilder, ItemsCollectionEvaluator, Nullable<Boolean>, List<LootEntry>, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderBasicEx.AddItemsFromBlueprint(ActionsBuilder, Blueprint<BlueprintUnitLootReference>, ItemsCollectionEvaluator, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderBasicEx.GiveItemToPlayer(ActionsBuilder, Blueprint<BlueprintItemReference>, Nullable<Boolean>, Nullable<Int32>, Nullable<Boolean>)
ActionsBuilderBasicEx.GiveEquipmentToPlayer(ActionsBuilder, Blueprint<BlueprintItemReference>, Nullable<Boolean>, UnitEvaluator, Nullable<Boolean>, Nullable<Boolean>, Nullable<Int32>, Nullable<Boolean>)
ActionsBuilderBasicEx.GiveHandSlotItemToPlayer(ActionsBuilder, Blueprint<BlueprintItemReference>, Nullable<Boolean>, UnitEvaluator, Nullable<Boolean>, Nullable<Boolean>, Nullable<Int32>, Nullable<Int32>, Nullable<Boolean>)
ActionsBuilderBasicEx.AddUnitToSummonPool(ActionsBuilder, Blueprint<BlueprintSummonPoolReference>, UnitEvaluator)
ActionsBuilderBasicEx.AdvanceUnitLevel(ActionsBuilder, IntEvaluator, UnitEvaluator)
ActionsBuilderBasicEx.AttachBuff(ActionsBuilder, Blueprint<BlueprintBuffReference>, IntEvaluator, UnitEvaluator, Nullable<Boolean>, LocalString, Nullable<Boolean>)
ActionsBuilderBasicEx.ChangeAlignment(ActionsBuilder, Alignment, Nullable<Boolean>, UnitEvaluator)
ActionsBuilderBasicEx.ChangePlayerAlignment(ActionsBuilder, Alignment, Nullable<Boolean>)
ActionsBuilderBasicEx.ClearUnitReturnPosition(ActionsBuilder, UnitEvaluator)
ActionsBuilderBasicEx.ClearAllUnitReturnPosition(ActionsBuilder)
ActionsBuilderBasicEx.CombineToGroup(ActionsBuilder, UnitEvaluator, UnitEvaluator)
ActionsBuilderBasicEx.OnCreaturesAround(ActionsBuilder, ActionsBuilder, PositionEvaluator, FloatEvaluator, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderBasicEx.DamageParty(ActionsBuilder, DamageDescription, UnitEvaluator, Nullable<Boolean>)
ActionsBuilderBasicEx.DealDamage(ActionsBuilder, DamageDescription, UnitEvaluator, Nullable<Boolean>, Nullable<Boolean>, UnitEvaluator)
ActionsBuilderBasicEx.DealStatDamage(ActionsBuilder, DiceFormula, StatType, UnitEvaluator, Nullable<Int32>, Nullable<Boolean>, Nullable<Boolean>, UnitEvaluator)
ActionsBuilderBasicEx.DeleteUnitFromSummonPool(ActionsBuilder, Blueprint<BlueprintSummonPoolReference>, UnitEvaluator)
ActionsBuilderBasicEx.DestroyUnit(ActionsBuilder, UnitEvaluator, Nullable<Boolean>)
ActionsBuilderBasicEx.OnPartyUnits(ActionsBuilder, ActionsBuilder, Player.CharactersList)
ActionsBuilderBasicEx.NahyndriSmash(ActionsBuilder, UnitEvaluator)
ActionsBuilderBasicEx.NahyndriUnsmash(ActionsBuilder, UnitEvaluator)
ActionsBuilderBasicEx.ChangeBrain(ActionsBuilder, Blueprint<BlueprintBrainReference>, UnitEvaluator)
ActionsBuilderBasicEx.ClearChestsLootAction(ActionsBuilder)
ActionsBuilderBasicEx.ClearCorruptionLevelAction(ActionsBuilder)
ActionsBuilderBasicEx.DetachBuff(ActionsBuilder, Blueprint<BlueprintBuffReference>, UnitEvaluator, Nullable<DetachBuff.TargetVariant>)
ActionsBuilderBasicEx.DisableExperienceFromUnit(ActionsBuilder, UnitEvaluator)
ActionsBuilderBasicEx.DrainEnergy(ActionsBuilder, Nullable<Int32>, Nullable<DiceFormula>, Nullable<Boolean>, Nullable<Rounds>, Nullable<Boolean>, UnitEvaluator, UnitEvaluator, Nullable<EnergyDrainType>)
ActionsBuilderBasicEx.FakePartyRest(ActionsBuilder, ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, NamedParametersContext)
ActionsBuilderBasicEx.ForceClearSummonPools(ActionsBuilder, List<Blueprint<BlueprintSummonPoolReference>>, Nullable<ForceClearSummonPools.Type>)
ActionsBuilderBasicEx.ForceFillSummonPools(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, List<Blueprint<BlueprintSummonPoolReference>>)
ActionsBuilderBasicEx.ForceLevelup(ActionsBuilder, ActionsBuilder, Nullable<Boolean>, UnitEvaluator)
ActionsBuilderBasicEx.GainExp(ActionsBuilder, IntEvaluator, Nullable<Int32>, LocalString, Nullable<Boolean>, Nullable<EncounterType>, Nullable<Boolean>, Nullable<Single>, Nullable<Boolean>)
ActionsBuilderBasicEx.GainMythicLevel(ActionsBuilder, Nullable<Int32>, Nullable<Boolean>, UnitEvaluator)
ActionsBuilderBasicEx.HealParty(ActionsBuilder, UnitEvaluator)
ActionsBuilderBasicEx.HealUnit(ActionsBuilder, IntEvaluator, UnitEvaluator, UnitEvaluator, Nullable<Boolean>)
ActionsBuilderBasicEx.Kill(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, UnitEvaluator, Nullable<Boolean>, UnitEvaluator)
ActionsBuilderBasicEx.LevelUpUnit(ActionsBuilder, IntEvaluator, UnitEvaluator)
ActionsBuilderBasicEx.MeleeAttack(ActionsBuilder, Nullable<Boolean>, UnitEvaluator, Nullable<Boolean>, UnitEvaluator)
ActionsBuilderBasicEx.PartyUseAbility(ActionsBuilder, Nullable<Boolean>, AbilitiesHelper.AbilityDescription)
ActionsBuilderBasicEx.RaiseDead(ActionsBuilder, Nullable<Boolean>, Blueprint<BlueprintUnitReference>, Nullable<Boolean>)
ActionsBuilderBasicEx.RandomAction(ActionsBuilder, ActionAndWeight[], Nullable<Boolean>, IntEvaluator, IntEvaluator)
ActionsBuilderBasicEx.RemoveDeathDoor(ActionsBuilder, UnitEvaluator)
ActionsBuilderBasicEx.RemoveFact(ActionsBuilder, Blueprint<BlueprintUnitFactReference>, UnitEvaluator)
ActionsBuilderBasicEx.RollPartySkillCheck(ActionsBuilder, Nullable<Int32>, Nullable<Boolean>, Nullable<Boolean>, ActionsBuilder, ActionsBuilder, Nullable<StatType>)
ActionsBuilderBasicEx.RollSkillCheck(ActionsBuilder, Nullable<Int32>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, ActionsBuilder, ActionsBuilder, Nullable<StatType>, UnitEvaluator, Nullable<Boolean>)
ActionsBuilderBasicEx.RunActionHolder(ActionsBuilder, String, Blueprint<ActionsReference>, ParametrizedContextSetter)
ActionsBuilderBasicEx.Spawn(ActionsBuilder, ActionsBuilder, Nullable<Boolean>, EntityReference[])
ActionsBuilderBasicEx.SpawnBySummonPool(ActionsBuilder, ActionsBuilder, Nullable<Boolean>, Blueprint<BlueprintSummonPoolReference>)
ActionsBuilderBasicEx.SpawnByUnitGroup(ActionsBuilder, ActionsBuilder, EntityReference)
ActionsBuilderBasicEx.Summon(ActionsBuilder, Nullable<Boolean>, Nullable<Vector3>, ActionsBuilder, Nullable<Boolean>, Blueprint<BlueprintSummonPoolReference>, TransformEvaluator, Blueprint<BlueprintUnitReference>)
ActionsBuilderBasicEx.SummonPoolUnits(ActionsBuilder, ActionsBuilder, ConditionsBuilder, Blueprint<BlueprintSummonPoolReference>)
ActionsBuilderBasicEx.SummonUnitCopy(ActionsBuilder, Blueprint<BlueprintUnitReference>, UnitEvaluator, Nullable<Boolean>, LocatorEvaluator, ActionsBuilder, Blueprint<BlueprintSummonPoolReference>)
ActionsBuilderBasicEx.SwitchActivatableAbility(ActionsBuilder, Blueprint<BlueprintActivatableAbilityReference>, Nullable<Boolean>, UnitEvaluator)
ActionsBuilderBasicEx.UnitDismount(ActionsBuilder, UnitEvaluator)
ActionsBuilderBasicEx.UnitsFromSpawnersInUnitGroup(ActionsBuilder, ActionsBuilder, EntityReference)
ActionsBuilderContextEx.AddFeature(ActionsBuilder, Blueprint<BlueprintFeatureReference>, Blueprint<BlueprintFeatureReference>)
ActionsBuilderContextEx.AddLocustClone(ActionsBuilder, Blueprint<BlueprintFeatureReference>)
ActionsBuilderContextEx.AddRandomTrashItem(ActionsBuilder, TrashLootType, Int32, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderContextEx.ApplyBuffPermanent(ActionsBuilder, Blueprint<BlueprintBuffReference>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderContextEx.ApplyBuffWithDurationSeconds(ActionsBuilder, Blueprint<BlueprintBuffReference>, Single, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderContextEx.ApplyBuff(ActionsBuilder, Blueprint<BlueprintBuffReference>, ContextDurationValue, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderContextEx.ArmorEnchantPool(ActionsBuilder, ContextDurationValue, EnchantPoolType, Blueprint<BlueprintArmorEnchantmentReference>, Blueprint<BlueprintArmorEnchantmentReference>, Blueprint<BlueprintArmorEnchantmentReference>, Blueprint<BlueprintArmorEnchantmentReference>, Blueprint<BlueprintArmorEnchantmentReference>, Nullable<ActivatableAbilityGroup>)
ActionsBuilderContextEx.ShieldArmorEnchantPool(ActionsBuilder, ContextDurationValue, EnchantPoolType, Blueprint<BlueprintArmorEnchantmentReference>, Blueprint<BlueprintArmorEnchantmentReference>, Blueprint<BlueprintArmorEnchantmentReference>, Blueprint<BlueprintArmorEnchantmentReference>, Blueprint<BlueprintArmorEnchantmentReference>, Nullable<ActivatableAbilityGroup>)
ActionsBuilderContextEx.Demoralize(ActionsBuilder, Nullable<Int32>, Blueprint<BlueprintBuffReference>, Nullable<Boolean>, Blueprint<BlueprintBuffReference>, Blueprint<BlueprintFeatureReference>, Blueprint<BlueprintBuffReference>, ActionsBuilder)
ActionsBuilderContextEx.WeaponEnchantPool(ActionsBuilder, ContextDurationValue, EnchantPoolType, Blueprint<BlueprintWeaponEnchantmentReference>, Blueprint<BlueprintWeaponEnchantmentReference>, Blueprint<BlueprintWeaponEnchantmentReference>, Blueprint<BlueprintWeaponEnchantmentReference>, Blueprint<BlueprintWeaponEnchantmentReference>, Nullable<Boolean>, Nullable<ActivatableAbilityGroup>)
ActionsBuilderContextEx.ShieldWeaponEnchantPool(ActionsBuilder, ContextDurationValue, EnchantPoolType, Blueprint<BlueprintWeaponEnchantmentReference>, Blueprint<BlueprintWeaponEnchantmentReference>, Blueprint<BlueprintWeaponEnchantmentReference>, Blueprint<BlueprintWeaponEnchantmentReference>, Blueprint<BlueprintWeaponEnchantmentReference>, Nullable<ActivatableAbilityGroup>)
ActionsBuilderContextEx.BreathOfLife(ActionsBuilder, ContextDiceValue)
ActionsBuilderContextEx.BreathOfMoney(ActionsBuilder, ContextValue, ContextValue)
ActionsBuilderContextEx.CastSpell(ActionsBuilder, Blueprint<BlueprintAbilityReference>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, ContextValue, Nullable<Boolean>, ContextValue, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderContextEx.ChangeSharedValueTo(ActionsBuilder, ContextValue, AbilitySharedValue)
ActionsBuilderContextEx.ChangeSharedValueToHD(ActionsBuilder, AbilitySharedValue)
ActionsBuilderContextEx.ChangeSharedValueAddTo(ActionsBuilder, ContextValue, AbilitySharedValue)
ActionsBuilderContextEx.ChangeSharedValueMultiply(ActionsBuilder, ContextValue, AbilitySharedValue)
ActionsBuilderContextEx.ChangeSharedValueDivideBy2(ActionsBuilder, AbilitySharedValue)
ActionsBuilderContextEx.ChangeSharedValueDivideBy4(ActionsBuilder, AbilitySharedValue)
ActionsBuilderContextEx.ClearSummonPool(ActionsBuilder, Blueprint<BlueprintSummonPoolReference>)
ActionsBuilderContextEx.CombatManeuver(ActionsBuilder, ActionsBuilder, CombatManeuver, Nullable<Boolean>, Nullable<Boolean>, Nullable<StatType>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderContextEx.CombatManeuverCustom(ActionsBuilder, CombatManeuver, ActionsBuilder, ActionsBuilder)
ActionsBuilderContextEx.DealDamage(ActionsBuilder, DamageTypeDescription, ContextDiceValue, Nullable<Boolean>, Nullable<Boolean>, Nullable<AbilitySharedValue>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Int32>, Nullable<AbilitySharedValue>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderContextEx.DealDamagePreRolled(ActionsBuilder, DamageTypeDescription, AbilitySharedValue, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<AbilitySharedValue>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Int32>, Nullable<AbilitySharedValue>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderContextEx.DealDamageToAbility(ActionsBuilder, StatType, ContextDiceValue, Nullable<Boolean>, Nullable<Boolean>, Nullable<AbilitySharedValue>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Int32>, Nullable<AbilitySharedValue>, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderContextEx.DealDamagePermanentNegativeLevels(ActionsBuilder, ContextDiceValue, Nullable<Boolean>, Nullable<Boolean>, Nullable<AbilitySharedValue>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<AbilitySharedValue>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderContextEx.DealDamageTemporaryNegativeLevels(ActionsBuilder, ContextDurationValue, ContextDiceValue, Nullable<Boolean>, Nullable<Boolean>, Nullable<AbilitySharedValue>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Boolean, Nullable<AbilitySharedValue>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderContextEx.DispelMagic(ActionsBuilder, ContextActionDispelMagic.BuffType, RuleDispelMagic.CheckType, ContextValue, Nullable<Int32>, Nullable<Boolean>, Nullable<Boolean>, ContextValue, ContextValue, Nullable<SpellDescriptorWrapper>, ContextValue, Nullable<Boolean>, ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, ActionsBuilder, SpellSchool[], Nullable<StatType>)
ActionsBuilderContextEx.EnhanceWeapon(ActionsBuilder, ContextDurationValue, Blueprint<BlueprintItemEnchantmentReference>, Nullable<Boolean>)
ActionsBuilderContextEx.EnhanceWeaponGreater(ActionsBuilder, ContextDurationValue, ContextValue, List<Blueprint<BlueprintItemEnchantmentReference>>, Nullable<Boolean>)
ActionsBuilderContextEx.EnhanceNaturalWeapon(ActionsBuilder, ContextDurationValue, Blueprint<BlueprintItemEnchantmentReference>)
ActionsBuilderContextEx.EnhanceNaturalWeaponGreater(ActionsBuilder, ContextDurationValue, ContextValue, List<Blueprint<BlueprintItemEnchantmentReference>>)
ActionsBuilderContextEx.EnchantWornItem(ActionsBuilder, ContextDurationValue, Blueprint<BlueprintItemEnchantmentReference>, EquipSlotBase.SlotType, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderContextEx.FinishObjective(ActionsBuilder, Blueprint<BlueprintQuestObjectiveReference>)
ActionsBuilderContextEx.Grapple(ActionsBuilder, Blueprint<BlueprintBuffReference>, Blueprint<BlueprintBuffReference>)
ActionsBuilderContextEx.HealStatDamage(ActionsBuilder, ContextActionHealStatDamage.StatDamageHealType, ContextActionHealStatDamage.StatClass, Nullable<Boolean>, Nullable<AbilitySharedValue>, ContextDiceValue)
ActionsBuilderContextEx.HealTarget(ActionsBuilder, ContextDiceValue, Nullable<Boolean>)
ActionsBuilderContextEx.OnContextCaster(ActionsBuilder, ActionsBuilder, Nullable<Boolean>)
ActionsBuilderContextEx.OnOwner(ActionsBuilder, ActionsBuilder)
ActionsBuilderContextEx.OnPets(ActionsBuilder, ActionsBuilder, Nullable<PetType>)
ActionsBuilderContextEx.OnRandomAreaTarget(ActionsBuilder, ActionsBuilder)
ActionsBuilderContextEx.OnRandomTargetsAround(ActionsBuilder, ActionsBuilder, Blueprint<BlueprintUnitFactReference>, Nullable<Int32>, Nullable<Boolean>, Nullable<Feet>)
ActionsBuilderContextEx.OnSwarmTargets(ActionsBuilder, ActionsBuilder)
ActionsBuilderContextEx.PartyMembers(ActionsBuilder, ActionsBuilder)
ActionsBuilderContextEx.ProjectileFx(ActionsBuilder, Blueprint<BlueprintProjectileReference>)
ActionsBuilderContextEx.Randomize(ActionsBuilder, (ActionsBuilder actions, Int32 weight)[])
ActionsBuilderContextEx.RandomizeWithSeed(ActionsBuilder, IntEvaluator, IntEvaluator, List<(ActionsBuilder actions, Int32 weight)>)
ActionsBuilderContextEx.RecoverItemCharges(ActionsBuilder, Blueprint<BlueprintItemEquipmentReference>, Nullable<Int32>)
ActionsBuilderContextEx.IncreaseBuffDuration(ActionsBuilder, ContextDurationValue, Blueprint<BlueprintBuffReference>, Nullable<Boolean>)
ActionsBuilderContextEx.ReduceBuffDuration(ActionsBuilder, ContextDurationValue, Blueprint<BlueprintBuffReference>, Nullable<Boolean>)
ActionsBuilderContextEx.RemoveBuff(ActionsBuilder, Blueprint<BlueprintBuffReference>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderContextEx.RemoveBuffsByDescriptor(ActionsBuilder, SpellDescriptorWrapper, Nullable<Boolean>)
ActionsBuilderContextEx.RemoveBuffSingleStack(ActionsBuilder, Blueprint<BlueprintBuffReference>)
ActionsBuilderContextEx.RepeatedActions(ActionsBuilder, ActionsBuilder, ContextDiceValue)
ActionsBuilderContextEx.RestoreResource(ActionsBuilder, Blueprint<BlueprintAbilityResourceReference>, List<Blueprint<BlueprintAbilityResourceReference>>, ContextValue)
ActionsBuilderContextEx.RestoreAllResources(ActionsBuilder, Blueprint<BlueprintAbilityResourceReference>[])
ActionsBuilderContextEx.RestoreSpells(ActionsBuilder, Blueprint<BlueprintSpellbookReference>[])
ActionsBuilderContextEx.Resurrect(ActionsBuilder, Blueprint<BlueprintBuffReference>, Nullable<Single>)
ActionsBuilderContextEx.ResurrectAndFullRestore(ActionsBuilder, Blueprint<BlueprintBuffReference>)
ActionsBuilderContextEx.SavingThrow(ActionsBuilder, SavingThrowType, List<(ConditionsBuilder conditions, ContextValue modifier)>, ContextValue, Nullable<Boolean>, Nullable<Boolean>, ActionsBuilder, Nullable<Boolean>)
ActionsBuilderContextEx.SelectByValue(ActionsBuilder, (ContextValue value, ActionsBuilder action)[])
ActionsBuilderContextEx.SkillCheck(ActionsBuilder, StatType, Nullable<Boolean>, ContextValue, List<(ConditionsBuilder condition, ContextValue value)>, ActionsBuilder, ActionsBuilder)
ActionsBuilderContextEx.SkillCheckWithDegreesOfFailure(ActionsBuilder, StatType, Nullable<Boolean>, ContextValue, List<(ConditionsBuilder condition, ContextValue value)>, ActionsBuilder, ActionsBuilder, ActionsBuilder, ActionsBuilder)
ActionsBuilderContextEx.SpawnAreaEffect(ActionsBuilder, Blueprint<BlueprintAbilityAreaEffectReference>, ContextDurationValue, Nullable<Boolean>)
ActionsBuilderContextEx.SpawnControllableProjectile(ActionsBuilder, Blueprint<BlueprintBuffReference>, Blueprint<BlueprintControllableProjectileReference>)
ActionsBuilderContextEx.SpawnMonster(ActionsBuilder, ContextDiceValue, ContextDurationValue, Blueprint<BlueprintUnitReference>, ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, ContextValue, Nullable<Vector3>, TransformEvaluator)
ActionsBuilderContextEx.SpawnMonsterUsingSummonPool(ActionsBuilder, ContextDiceValue, ContextDurationValue, Blueprint<BlueprintUnitReference>, Blueprint<BlueprintSummonPoolReference>, ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, ContextValue, Nullable<Vector3>, TransformEvaluator, Nullable<Boolean>)
ActionsBuilderContextEx.SpawnUnlinkedMonster(ActionsBuilder, Blueprint<BlueprintUnitReference>, ActionsBuilder, Nullable<Boolean>)
ActionsBuilderContextEx.ContextSpendResource(ActionsBuilder, Blueprint<BlueprintAbilityResourceReference>, ContextValue)
ActionsBuilderContextEx.StealBuffs(ActionsBuilder, SpellDescriptorWrapper)
ActionsBuilderContextEx.SwarmAttack(ActionsBuilder, ActionsBuilder)
ActionsBuilderContextEx.SwordlordAdaptiveTacticsAdd(ActionsBuilder, Blueprint<BlueprintUnitFactReference>)
ActionsBuilderContextEx.BuffActionAddStatBonus(ActionsBuilder, Nullable<ModifierDescriptor>, Nullable<StatType>, ContextValue)
ActionsBuilderContextEx.AcceptBurn(ActionsBuilder, ContextValue)
ActionsBuilderContextEx.AddRandomFeatureFromList(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, LocalString, Nullable<Boolean>, List<Blueprint<BlueprintFeatureReference>>, IntEvaluator, IntEvaluator, Blueprint<BlueprintFeatureReference>, Nullable<ContextActionAddRandomFeatureFromList.TargetEntry>)
ActionsBuilderContextEx.BatteringBlast(ActionsBuilder, Nullable<Boolean>)
ActionsBuilderContextEx.BreakFree(ActionsBuilder, ActionsBuilder, ContextValue, ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderContextEx.ConditionalSaved(ActionsBuilder, ActionsBuilder, ActionsBuilder)
ActionsBuilderContextEx.CustomAttack(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<WeaponCategory>)
ActionsBuilderContextEx.DealBestDamage(ActionsBuilder, ActionsBuilder)
ActionsBuilderContextEx.DealWeaponDamage(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderContextEx.DetachFromSpawner(ActionsBuilder, Nullable<Boolean>)
ActionsBuilderContextEx.DevourBySwarm(ActionsBuilder)
ActionsBuilderContextEx.Disarm(ActionsBuilder)
ActionsBuilderContextEx.DismissAreaEffect(ActionsBuilder)
ActionsBuilderContextEx.Dismount(ActionsBuilder)
ActionsBuilderContextEx.DropItems(ActionsBuilder)
ActionsBuilderContextEx.GetInsideTarget(ActionsBuilder, Blueprint<BlueprintBuffReference>, Blueprint<BlueprintBuffReference>)
ActionsBuilderContextEx.GiveExperience(ActionsBuilder)
ActionsBuilderContextEx.HealBurn(ActionsBuilder, ContextValue)
ActionsBuilderContextEx.HealEnergyDrain(ActionsBuilder, Nullable<EnergyDrainHealType>, Nullable<EnergyDrainHealType>)
ActionsBuilderContextEx.HideInPlainSight(ActionsBuilder)
ActionsBuilderContextEx.IncreaseSwarmThatWalksStrength(ActionsBuilder, ContextValue)
ActionsBuilderContextEx.Kill(ActionsBuilder, Nullable<UnitState.DismemberType>)
ActionsBuilderContextEx.KnockdownTarget(ActionsBuilder)
ActionsBuilderContextEx.MakeKnowledgeCheck(ActionsBuilder, ActionsBuilder, ActionsBuilder)
ActionsBuilderContextEx.MarkForceDismemberOwner(ActionsBuilder, Nullable<UnitState.DismemberType>)
ActionsBuilderContextEx.MeleeAttack(ActionsBuilder, Nullable<UnitAnimationType>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderContextEx.Mount(ActionsBuilder)
ActionsBuilderContextEx.OnTargetPoint(ActionsBuilder, ActionsBuilder)
ActionsBuilderContextEx.ProvokeAttackFromCaster(ActionsBuilder)
ActionsBuilderContextEx.ProvokeAttackOfOpportunity(ActionsBuilder, Nullable<Boolean>)
ActionsBuilderContextEx.Push(ActionsBuilder, ContextValue, Nullable<Boolean>)
ActionsBuilderContextEx.RangedAttack(ActionsBuilder, Nullable<UnitAnimationType>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderContextEx.ReduceDebilitatingBuffsDuration(ActionsBuilder, Nullable<StatsAdjustmentsType>)
ActionsBuilderContextEx.ReleaseGrapple(ActionsBuilder)
ActionsBuilderContextEx.RemoveDeathDoor(ActionsBuilder)
ActionsBuilderContextEx.RemoveSelf(ActionsBuilder)
ActionsBuilderContextEx.ResetAlignment(ActionsBuilder, Nullable<Boolean>)
ActionsBuilderContextEx.RestoreAllSpellSlots(ActionsBuilder, List<Blueprint<BlueprintSpellbookReference>>, UnitEvaluator, Nullable<Int32>)
ActionsBuilderContextEx.SpendAttackOfOpportunity(ActionsBuilder)
ActionsBuilderContextEx.SwallowWhole(ActionsBuilder, Blueprint<BlueprintBuffReference>)
ActionsBuilderContextEx.SwarmTarget(ActionsBuilder, Nullable<Boolean>)
ActionsBuilderContextEx.Unsummon(ActionsBuilder)
ActionsBuilderContextEx.SwordlordAdaptiveTacticsClear(ActionsBuilder)
ActionsBuilderKingdomEx.AddBuffToSquad(ActionsBuilder, Blueprint<BlueprintBuffReference>, SquadFilter, GlobalMagicValue)
ActionsBuilderKingdomEx.AddCrusadeResources(ActionsBuilder, KingdomResourcesAmount)
ActionsBuilderKingdomEx.AddMorale(ActionsBuilder, Nullable<Int32>, Nullable<DiceFormula>, Nullable<Boolean>)
ActionsBuilderKingdomEx.SubtractMorale(ActionsBuilder, Nullable<Int32>, Nullable<DiceFormula>, Nullable<Boolean>)
ActionsBuilderKingdomEx.ChangeArmyMorale(ActionsBuilder, GlobalMagicValue, GlobalMagicValue)
ActionsBuilderKingdomEx.ChangeTacticalMorale(ActionsBuilder, ContextValue)
ActionsBuilderKingdomEx.AddCrusadeResource(ActionsBuilder, KingdomResourcesAmount)
ActionsBuilderKingdomEx.ArmyRemoveFacts(ActionsBuilder, Blueprint<BlueprintUnitFactReference>[])
ActionsBuilderKingdomEx.KillSquadUnits(ActionsBuilder, Single)
ActionsBuilderKingdomEx.KillSquadLeaders(ActionsBuilder, ContextDiceValue)
ActionsBuilderKingdomEx.SummonTacticalSquad(ActionsBuilder, ContextValue, ActionsBuilder, Blueprint<BlueprintUnitReference>, Blueprint<BlueprintSummonPoolReference>)
ActionsBuilderKingdomEx.TacticalCombatDealDamage(ActionsBuilder, DamageTypeDescription, DiceType, Nullable<Boolean>, Nullable<Boolean>, Nullable<Int32>, ContextValue)
ActionsBuilderKingdomEx.CreateCrusaderArmy(ActionsBuilder, Blueprint<BlueprintArmyPreset.Reference>, Blueprint<BlueprintGlobalMapPoint.Reference>, Nullable<Boolean>, Blueprint<ArmyLeader.Reference>, Nullable<Single>, Nullable<Int32>)
ActionsBuilderKingdomEx.CreateDemonArmy(ActionsBuilder, Blueprint<BlueprintArmyPreset.Reference>, Blueprint<BlueprintGlobalMapPoint.Reference>, Blueprint<ArmyLeader.Reference>, Nullable<Single>, Blueprint<BlueprintActionList.Reference>, Boolean)
ActionsBuilderKingdomEx.CreateArmyFromLosses(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>, Int32, Int32, Nullable<Boolean>)
ActionsBuilderKingdomEx.CreateGarrison(ActionsBuilder, Blueprint<BlueprintArmyPreset.Reference>, Blueprint<BlueprintGlobalMapPoint.Reference>, Blueprint<ArmyLeader.Reference>, Nullable<Boolean>)
ActionsBuilderKingdomEx.FakeSkipTime(ActionsBuilder, GlobalMagicValue)
ActionsBuilderKingdomEx.GainDiceArmyDamage(ActionsBuilder, GlobalMagicValue, SquadFilter)
ActionsBuilderKingdomEx.GainGlobalMagicSpell(ActionsBuilder, Blueprint<BlueprintGlobalMagicSpell.Reference>)
ActionsBuilderKingdomEx.KingdomActionAddBPRandom(ActionsBuilder, KingdomResource, Nullable<Int32>, Nullable<DiceFormula>, Nullable<Boolean>)
ActionsBuilderKingdomEx.KingdomActionAddBuff(ActionsBuilder, Blueprint<BlueprintKingdomBuffReference>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Int32>, Blueprint<BlueprintRegionReference>)
ActionsBuilderKingdomEx.KingdomActionAddRandomBuff(ActionsBuilder, List<Blueprint<BlueprintKingdomBuffReference>>, Nullable<Int32>)
ActionsBuilderKingdomEx.KingdomActionConquerRegion(ActionsBuilder, Blueprint<BlueprintRegionReference>)
ActionsBuilderKingdomEx.KingdomActionFillSettlement(ActionsBuilder, Blueprint<SettlementBuildListReference>, Blueprint<BlueprintSettlement.Reference>)
ActionsBuilderKingdomEx.KingdomActionFoundSettlement(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>, Blueprint<BlueprintSettlement.Reference>)
ActionsBuilderKingdomEx.KingdomActionGainLeaderExperience(ActionsBuilder, IntEvaluator, Nullable<Single>)
ActionsBuilderKingdomEx.ManuallySetGlobalSpellCooldown(ActionsBuilder, Blueprint<BlueprintGlobalMagicSpell.Reference>)
ActionsBuilderKingdomEx.OpenTeleportationInterface(ActionsBuilder, ActionsBuilder)
ActionsBuilderKingdomEx.RemoveGlobalMagicSpell(ActionsBuilder, Blueprint<BlueprintGlobalMagicSpell.Reference>)
ActionsBuilderKingdomEx.RemoveUnitsByExp(ActionsBuilder, GlobalMagicValue, SquadFilter)
ActionsBuilderKingdomEx.RepairLeaderMana(ActionsBuilder, GlobalMagicValue)
ActionsBuilderKingdomEx.SummonExistUnits(ActionsBuilder, GlobalMagicValue)
ActionsBuilderKingdomEx.SummonRandomGroup(ActionsBuilder, SummonRandomGroup.RandomGroup[])
ActionsBuilderKingdomEx.AddGrowthBonus(ActionsBuilder, Nullable<Int32>)
ActionsBuilderKingdomEx.AddMercenaryToPool(ActionsBuilder, Blueprint<BlueprintUnitReference>, Nullable<Single>)
ActionsBuilderKingdomEx.AddTacticalArmyFeature(ActionsBuilder, Nullable<ArmyProperties>, List<Blueprint<BlueprintUnitReference>>, Nullable<Boolean>, Nullable<Boolean>, Nullable<ArmyFaction>, List<Blueprint<BlueprintFeatureReference>>, Nullable<MercenariesIncludeOption>)
ActionsBuilderKingdomEx.ArmyAdditionalAction(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderKingdomEx.BlockTacticalCell(ActionsBuilder, TacticalMapObstacle.Link)
ActionsBuilderKingdomEx.ChangeKingdomMoraleMaximum(ActionsBuilder, Nullable<Int32>)
ActionsBuilderKingdomEx.ClearArmyDismissalExp(ActionsBuilder)
ActionsBuilderKingdomEx.ByArmyLeader(ActionsBuilder, ActionsBuilder)
ActionsBuilderKingdomEx.RestoreLeaderAction(ActionsBuilder)
ActionsBuilderKingdomEx.StopUnit(ActionsBuilder)
ActionsBuilderKingdomEx.TacticalCombatHealTarget(ActionsBuilder, Nullable<DiceType>, ContextValue)
ActionsBuilderKingdomEx.CreateArmyAsDismissalCompensation(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>, Nullable<Boolean>)
ActionsBuilderKingdomEx.DecreaseRecruitsGrowth(ActionsBuilder, Nullable<Int32>, Blueprint<BlueprintUnitReference>)
ActionsBuilderKingdomEx.EnterKingdomInterface(ActionsBuilder, Blueprint<BlueprintAreaEnterPointReference>, ActionsBuilder)
ActionsBuilderKingdomEx.ExchangeRecruits(ActionsBuilder, Nullable<Single>, Nullable<Int32>, Blueprint<BlueprintUnitReference>, Nullable<Int32>, Blueprint<BlueprintUnitReference>)
ActionsBuilderKingdomEx.ForceDayTime(ActionsBuilder, Nullable<TimeOfDay>, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderKingdomEx.IncreaseRecruitsGrowth(ActionsBuilder, Nullable<Int32>, Blueprint<BlueprintUnitReference>)
ActionsBuilderKingdomEx.IncreaseRecruitsPool(ActionsBuilder, Nullable<Int32>, Blueprint<BlueprintUnitReference>)
ActionsBuilderKingdomEx.KingdomActionAddMercenaryReroll(ActionsBuilder, Nullable<Int32>)
ActionsBuilderKingdomEx.KingdomActionChangeToAutoCrusade(ActionsBuilder)
ActionsBuilderKingdomEx.KingdomActionDestroyAllSettlements(ActionsBuilder)
ActionsBuilderKingdomEx.KingdomActionDisable(ActionsBuilder)
ActionsBuilderKingdomEx.KingdomActionEnable(ActionsBuilder)
ActionsBuilderKingdomEx.KingdomActionFinishRandomBuilding(ActionsBuilder)
ActionsBuilderKingdomEx.KingdomActionFoundKingdom(ActionsBuilder)
ActionsBuilderKingdomEx.KingdomActionGetPartyGoldByUnitsCount(ActionsBuilder, Nullable<Single>, Nullable<Int32>)
ActionsBuilderKingdomEx.KingdomActionGetResourcesPercent(ActionsBuilder, Nullable<Int32>, Nullable<Single>, Nullable<KingdomResource>)
ActionsBuilderKingdomEx.KingdomActionGiveLoot(ActionsBuilder, LootEntry[])
ActionsBuilderKingdomEx.KingdomActionImproveSettlement(ActionsBuilder, Blueprint<BlueprintSettlement.Reference>, Nullable<SettlementState.LevelType>)
ActionsBuilderKingdomEx.KingdomActionImproveStat(ActionsBuilder, Nullable<KingdomStats.Type>)
ActionsBuilderKingdomEx.KingdomActionModifyStats(ActionsBuilder, KingdomStats.Changes, Nullable<Boolean>)
ActionsBuilderKingdomEx.KingdomActionNextChapter(ActionsBuilder, Nullable<Int32>)
ActionsBuilderKingdomEx.KingdomActionRemoveAllLeaders(ActionsBuilder)
ActionsBuilderKingdomEx.KingdomActionRemoveBuff(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Blueprint<BlueprintKingdomBuffReference>, Blueprint<BlueprintRegionReference>)
ActionsBuilderKingdomEx.KingdomActionRemoveEvent(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Blueprint<BlueprintKingdomEventBaseReference>)
ActionsBuilderKingdomEx.KingdomActionResolveCrusadeEvent(ActionsBuilder, Blueprint<BlueprintCrusadeEvent.Reference>, Nullable<Int32>)
ActionsBuilderKingdomEx.KingdomActionResolveEvent(ActionsBuilder, Nullable<Alignment>, Blueprint<BlueprintKingdomEventReference>, Nullable<Boolean>, Nullable<EventResult.MarginType>)
ActionsBuilderKingdomEx.KingdomActionResolveProject(ActionsBuilder, Blueprint<BlueprintKingdomProjectReference>)
ActionsBuilderKingdomEx.KingdomActionSetNotVisible(ActionsBuilder)
ActionsBuilderKingdomEx.KingdomActionSetVisible(ActionsBuilder)
ActionsBuilderKingdomEx.KingdomActionSpawnRandomArmy(ActionsBuilder, List<Blueprint<BlueprintArmyPresetReference>>, Nullable<ArmyFaction>, List<Blueprint<BlueprintGlobalMapPoint.Reference>>)
ActionsBuilderKingdomEx.KingdomActionStartEvent(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Int32>, Blueprint<BlueprintKingdomEventBaseReference>, Nullable<Boolean>, Blueprint<BlueprintRegionReference>, Nullable<Boolean>)
ActionsBuilderKingdomEx.KingdomActionUnlockArtisan(ActionsBuilder, Blueprint<BlueprintKingdomArtisanReference>)
ActionsBuilderKingdomEx.KingdomAddMoraleFlags(ActionsBuilder, Blueprint<BlueprintKingdomMoraleFlag.Reference>[])
ActionsBuilderKingdomEx.KingdomFlagIncrement(ActionsBuilder, Nullable<Int32>, Blueprint<BlueprintKingdomMoraleFlag.Reference>)
ActionsBuilderKingdomEx.KingdomIncreaseIncome(ActionsBuilder, Nullable<Int32>, Nullable<KingdomResource>)
ActionsBuilderKingdomEx.KingdomMoraleUpdateIncome(ActionsBuilder)
ActionsBuilderKingdomEx.KingdomRemoveMoraleFlags(ActionsBuilder, Blueprint<BlueprintKingdomMoraleFlag.Reference>[])
ActionsBuilderKingdomEx.KingdomSetFlagState(ActionsBuilder, Nullable<Int32>, Nullable<KingdomMoraleFlag.State>, Blueprint<BlueprintKingdomMoraleFlag.Reference>)
ActionsBuilderKingdomEx.RecruiteArmyLeader(ActionsBuilder, Blueprint<ArmyLeader.Reference>)
ActionsBuilderKingdomEx.ReduceNegativeMorale(ActionsBuilder, Nullable<Int32>)
ActionsBuilderKingdomEx.RemoveCrusadeResources(ActionsBuilder, Nullable<KingdomResourcesAmount>)
ActionsBuilderKingdomEx.RemoveDemonArmies(ActionsBuilder, Blueprint<BlueprintArmyPresetReference>, Nullable<ArmyType>)
ActionsBuilderKingdomEx.RemoveGarrison(ActionsBuilder, Nullable<Boolean>, Blueprint<BlueprintGlobalMapPoint.Reference>)
ActionsBuilderKingdomEx.RemoveMercenaryFromPool(ActionsBuilder, Blueprint<BlueprintUnitReference>)
ActionsBuilderKingdomEx.RemoveUnitFromArmy(ActionsBuilder, ArmiesEvaluator, Nullable<Int32>, Nullable<Boolean>, Nullable<Boolean>, Nullable<RemoveUnitFromArmy.RemoveUnitFromArmyMode>, Nullable<Single>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Int32>, Nullable<Int32>, UnitTag[], UnitTag[], Blueprint<BlueprintUnitReference>)
ActionsBuilderKingdomEx.ReplaceBuildings(ActionsBuilder, Blueprint<BlueprintSettlementBuildingReference>, Blueprint<BlueprintSettlementBuildingReference>)
ActionsBuilderKingdomEx.SetRecruitPoint(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>)
ActionsBuilderKingdomEx.SetWarCampLocation(ActionsBuilder, Blueprint<BlueprintGlobalMapPoint.Reference>)
ActionsBuilderKingdomEx.TacticalCombatRecoverLeaderMana(ActionsBuilder, ContextValue)
ActionsBuilderKingdomEx.TeleportArmyAction(ActionsBuilder)
ActionsBuilderKingdomEx.UnlockUnitsGrowth(ActionsBuilder, Blueprint<BlueprintUnitReference>)
ActionsBuilderMiscEx.AchievementUnlock(ActionsBuilder, Blueprint<AchievementDataReference>)
ActionsBuilderMiscEx.AddPremiumReward(ActionsBuilder, ActionsBuilder, Blueprint<BlueprintDlcRewardReference>, List<Blueprint<BlueprintItemReference>>, List<Blueprint<BlueprintFeatureReference>>)
ActionsBuilderMiscEx.AddVendorItemsAction(ActionsBuilder, VendorEvaluator, Blueprint<BlueprintUnitLootReference>)
ActionsBuilderMiscEx.ClearVendorTable(ActionsBuilder, Blueprint<BlueprintSharedVendorTableReference>)
ActionsBuilderMiscEx.ClearSharedVendorTable(ActionsBuilder, Blueprint<BlueprintSharedVendorTableReference>)
ActionsBuilderMiscEx.CreateCustomCompanion(ActionsBuilder, Nullable<Boolean>, LocatorEvaluator, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, ActionsBuilder)
ActionsBuilderMiscEx.DebugLog(ActionsBuilder, Nullable<Boolean>, String)
ActionsBuilderMiscEx.FillSharedVendorTable(ActionsBuilder, Blueprint<BlueprintSharedVendorTableReference>, Blueprint<BlueprintUnitReference>)
ActionsBuilderMiscEx.GameLog(ActionsBuilder, LocalString)
ActionsBuilderMiscEx.GameOver(ActionsBuilder, Nullable<Player.GameOverReasonType>)
ActionsBuilderMiscEx.ImportSave(ActionsBuilder, Nullable<Boolean>, Blueprint<BlueprintCampaignReference>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderMiscEx.MakeAutoSave(ActionsBuilder, Nullable<Boolean>, Blueprint<BlueprintSavedGameStatusReference>, Nullable<Boolean>)
ActionsBuilderMiscEx.MakeItemNonRemovable(ActionsBuilder, Blueprint<BlueprintItemReference>, Nullable<Boolean>)
ActionsBuilderMiscEx.MovePartyItemsAction(ActionsBuilder, MovePartyItemsAction.LeaveSettings, Nullable<MovePartyItemsAction.ItemType>, ItemsCollectionEvaluator)
ActionsBuilderMiscEx.OpenSelectMythicUI(ActionsBuilder, ActionsBuilder, ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderMiscEx.RemoveItemFromPlayer(ActionsBuilder, Blueprint<BlueprintItemReference>, Nullable<Boolean>, Nullable<Single>, Nullable<Int32>, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderMiscEx.RemoveItemsFromCollection(ActionsBuilder, ItemsCollectionEvaluator, List<LootEntry>, Nullable<RemoveItemsFromCollection.RemoveStrategyType>)
ActionsBuilderMiscEx.SellCollectibleItems(ActionsBuilder, Nullable<Boolean>, Blueprint<BlueprintItemReference>)
ActionsBuilderMiscEx.SetVendorPriceModifier(ActionsBuilder, SetVendorPriceModifier.Entry[], UnitEvaluator)
ActionsBuilderMiscEx.ShowNewTutorial(ActionsBuilder, TutorialContextDataEvaluator[], Blueprint<BlueprintTutorial.Reference>)
ActionsBuilderMiscEx.ShowPartySelection(ActionsBuilder, ActionsBuilder, ActionsBuilder, Nullable<Boolean>)
ActionsBuilderMiscEx.StartTrade(ActionsBuilder, UnitEvaluator)
ActionsBuilderMiscEx.UnequipAllItems(ActionsBuilder, ItemsCollectionEvaluator, Nullable<Boolean>, UnitEvaluator)
ActionsBuilderMiscEx.UnequipItem(ActionsBuilder, Nullable<Boolean>, ItemsCollectionEvaluator, Blueprint<BlueprintItemReference>, Nullable<Boolean>, Nullable<EquipSlotType>, Nullable<UnequipItem.TargetTypeValues>, UnitEvaluator)
ActionsBuilderStoryEx.CompleteEtude(ActionsBuilder, Blueprint<BlueprintEtudeReference>, BlueprintEvaluator)
ActionsBuilderStoryEx.ChangeUnitName(ActionsBuilder, LocalString, UnitEvaluator, Nullable<Boolean>)
ActionsBuilderStoryEx.ResetUnitName(ActionsBuilder, UnitEvaluator)
ActionsBuilderStoryEx.ClearQuestsOnAutoKingdom(ActionsBuilder)
ActionsBuilderStoryEx.DismissAllCompanions(ActionsBuilder)
ActionsBuilderStoryEx.GiveObjective(ActionsBuilder, Blueprint<BlueprintQuestObjectiveReference>)
ActionsBuilderStoryEx.HideUnit(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, UnitEvaluator, Nullable<Boolean>)
ActionsBuilderStoryEx.HideWeapons(ActionsBuilder, Nullable<Boolean>, UnitEvaluator)
ActionsBuilderStoryEx.IncrementFlagValue(ActionsBuilder, Blueprint<BlueprintUnlockableFlagReference>, Nullable<Boolean>, IntEvaluator)
ActionsBuilderStoryEx.InterruptAllActions(ActionsBuilder, UnitEvaluator)
ActionsBuilderStoryEx.LockAlignment(ActionsBuilder, Nullable<AlignmentMaskType>, Nullable<Alignment>, UnitEvaluator)
ActionsBuilderStoryEx.LockFlag(ActionsBuilder, Blueprint<BlueprintUnlockableFlagReference>)
ActionsBuilderStoryEx.MarkAnswersSelected(ActionsBuilder, Blueprint<BlueprintAnswerReference>[])
ActionsBuilderStoryEx.MarkCuesSeen(ActionsBuilder, Blueprint<BlueprintCueBaseReference>[])
ActionsBuilderStoryEx.MoveAzataIslandToLocation(ActionsBuilder, Blueprint<BlueprintGlobalMap.Reference>, Blueprint<BlueprintGlobalMapPoint.Reference>)
ActionsBuilderStoryEx.MoveAzataIslandToNearestCrossroad(ActionsBuilder, Blueprint<BlueprintGlobalMap.Reference>)
ActionsBuilderStoryEx.OverrideUnitReturnPosition(ActionsBuilder, FloatEvaluator, PositionEvaluator, UnitEvaluator)
ActionsBuilderStoryEx.PartyMembersAttach(ActionsBuilder)
ActionsBuilderStoryEx.PartyMembersDetach(ActionsBuilder, ActionsBuilder, List<Blueprint<BlueprintUnitReference>>, Nullable<Int32>, Nullable<Boolean>)
ActionsBuilderStoryEx.PartyMembersDetachEvaluated(ActionsBuilder, ActionsBuilder, UnitEvaluator[], Nullable<Int32>, Nullable<Boolean>)
ActionsBuilderStoryEx.PartyMembersSwapAttachedAndDetached(ActionsBuilder)
ActionsBuilderStoryEx.RemoveQuest(ActionsBuilder, Blueprint<BlueprintQuestReference>)
ActionsBuilderStoryEx.Recruit(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, ActionsBuilder, ActionsBuilder, Recruit.RecruitData[])
ActionsBuilderStoryEx.RecruitInactive(ActionsBuilder, Nullable<Boolean>, Blueprint<BlueprintUnitReference>, ActionsBuilder)
ActionsBuilderStoryEx.RemoveMythicLevels(ActionsBuilder, Blueprint<BlueprintCharacterClassReference>, Nullable<Int32>, Nullable<Boolean>, Nullable<Boolean>, UnitEvaluator)
ActionsBuilderStoryEx.ResetQuest(ActionsBuilder, List<Blueprint<BlueprintQuestObjectiveReference>>, Blueprint<BlueprintQuestObjectiveReference>, Blueprint<BlueprintQuestReference>)
ActionsBuilderStoryEx.ResetQuestObjective(ActionsBuilder, Blueprint<BlueprintQuestObjectiveReference>)
ActionsBuilderStoryEx.RespecCompanion(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderStoryEx.SetDialogPosition(ActionsBuilder, PositionEvaluator)
ActionsBuilderStoryEx.SetMythicLevelForMainCharacter(ActionsBuilder, Nullable<Int32>)
ActionsBuilderStoryEx.SetObjectiveStatus(ActionsBuilder, Blueprint<BlueprintQuestObjectiveReference>, Nullable<Boolean>, Nullable<SummonPoolCountTrigger.ObjectiveStatus>)
ActionsBuilderStoryEx.SetPortrait(ActionsBuilder, Blueprint<BlueprintPortraitReference>, UnitEvaluator)
ActionsBuilderStoryEx.ShiftAlignment(ActionsBuilder, Nullable<AlignmentShiftDirection>, IntEvaluator, UnitEvaluator)
ActionsBuilderStoryEx.ShowDialogBox(ActionsBuilder, ActionsBuilder, ActionsBuilder, ParametrizedContextSetter, LocalString)
ActionsBuilderStoryEx.ShowMessageBox(ActionsBuilder, ActionsBuilder, LocalString, Nullable<Int32>)
ActionsBuilderStoryEx.ShowUIWarning(ActionsBuilder, LocalString, Nullable<WarningNotificationType>)
ActionsBuilderStoryEx.SplitUnitGroup(ActionsBuilder, UnitEvaluator)
ActionsBuilderStoryEx.StartCombat(ActionsBuilder, UnitEvaluator, UnitEvaluator)
ActionsBuilderStoryEx.StartDialog(ActionsBuilder, BlueprintEvaluator, Blueprint<BlueprintDialogReference>, UnitEvaluator, LocalString)
ActionsBuilderStoryEx.StartEncounter(ActionsBuilder, Blueprint<BlueprintRandomEncounterReference>)
ActionsBuilderStoryEx.StartEtude(ActionsBuilder, Blueprint<BlueprintEtudeReference>, BlueprintEvaluator, Nullable<Boolean>)
ActionsBuilderStoryEx.SwitchAzataIsland(ActionsBuilder, Blueprint<BlueprintGlobalMap.Reference>, Nullable<Boolean>)
ActionsBuilderStoryEx.SwitchChapter(ActionsBuilder, Nullable<Int32>)
ActionsBuilderStoryEx.SwitchDoor(ActionsBuilder, Nullable<Boolean>, MapObjectEvaluator, Nullable<Boolean>, Nullable<Boolean>)
ActionsBuilderStoryEx.SwitchFaction(ActionsBuilder, Nullable<Boolean>, Blueprint<BlueprintFactionReference>, Nullable<Boolean>, Nullable<Boolean>, UnitEvaluator)
ActionsBuilderStoryEx.SwitchInteraction(ActionsBuilder, Nullable<Boolean>, Nullable<Boolean>, MapObjectEvaluator)
ActionsBuilderStoryEx.SwitchRoaming(ActionsBuilder, Nullable<Boolean>, UnitEvaluator)
ActionsBuilderStoryEx.SwitchToEnemy(ActionsBuilder, Blueprint<BlueprintFactionReference>, UnitEvaluator)
ActionsBuilderStoryEx.SwitchToNeutral(ActionsBuilder, Blueprint<BlueprintFactionReference>, Nullable<Boolean>, UnitEvaluator)
ActionsBuilderStoryEx.TimeSkip(ActionsBuilder, Nullable<Boolean>, IntEvaluator, Nullable<Boolean>, Nullable<Boolean>, Nullable<TimeOfDay>, Nullable<TimeSkip.SkipType>)
ActionsBuilderStoryEx.UnitLookAt(ActionsBuilder, PositionEvaluator, UnitEvaluator)
ActionsBuilderStoryEx.UnlockCompanionStory(ActionsBuilder, Blueprint<BlueprintCompanionStoryReference>)
ActionsBuilderStoryEx.UnlockFlag(ActionsBuilder, Blueprint<BlueprintUnlockableFlagReference>, Nullable<Int32>)
ActionsBuilderStoryEx.UnmarkAnswersSelected(ActionsBuilder, Blueprint<BlueprintAnswerReference>[])
ActionsBuilderStoryEx.Unrecruit(ActionsBuilder, Blueprint<BlueprintUnitReference>, UnitEvaluator, ActionsBuilder, Nullable<Boolean>)
ActionsBuilderStoryEx.UpdateEtudeProgressBar(ActionsBuilder, Blueprint<BlueprintEtudeReference>, IntEvaluator)
ActionsBuilderStoryEx.UpdateEtudes(ActionsBuilder)
ActionsBuilderUpgraderEx.AddFactIfEtudePlaying(ActionsBuilder, Blueprint<BlueprintEtudeReference>, Blueprint<BlueprintUnitFactReference>, AddFactIfEtudePlaying.TargetType)
ActionsBuilderUpgraderEx.AddFeatureFromProgression(ActionsBuilder, Blueprint<BlueprintFeatureReference>, Int32, Blueprint<BlueprintProgressionReference>, Blueprint<BlueprintArchetypeReference>, Blueprint<BlueprintFeatureReference>, Blueprint<BlueprintProgressionReference>, Nullable<Boolean>, Blueprint<BlueprintFeatureSelectionReference>)
ActionsBuilderUpgraderEx.RecheckEtude(ActionsBuilder, Blueprint<BlueprintEtudeReference>, Nullable<Boolean>)
ActionsBuilderUpgraderEx.ReenterScriptzone(ActionsBuilder, EntityReference)
ActionsBuilderUpgraderEx.RemoveFact(ActionsBuilder, Blueprint<BlueprintUnitFactReference>, List<Blueprint<BlueprintUnitFactReference>>, Nullable<Boolean>, Blueprint<BlueprintUnitReference>)
ActionsBuilderUpgraderEx.RemoveFeatureFromProgression(ActionsBuilder, Blueprint<BlueprintFeatureReference>, Int32, Blueprint<BlueprintProgressionReference>, Blueprint<BlueprintArchetypeReference>, Blueprint<BlueprintFeatureReference>)
ActionsBuilderUpgraderEx.ReplaceFeature(ActionsBuilder, Blueprint<BlueprintProgressionReference>, Blueprint<BlueprintFeatureReference>, Blueprint<BlueprintFeatureReference>, Blueprint<BlueprintFeatureReference>, Blueprint<BlueprintUnitReference>)
ActionsBuilderUpgraderEx.StartEtudeForced(ActionsBuilder, Blueprint<BlueprintEtudeReference>)
ActionsBuilderUpgraderEx.UnStartEtude(ActionsBuilder, Blueprint<BlueprintEtudeReference>)
ActionsBuilderUpgraderEx.DungeonFixExpeditionRemoval(ActionsBuilder, Int32[])
ActionsBuilderUpgraderEx.FixConditionForceMove(ActionsBuilder)
ActionsBuilderUpgraderEx.FixDungeonIntegrationEtudeAndMapDiscrepancy(ActionsBuilder, Blueprint<BlueprintCampaignReference>, List<Blueprint<BlueprintEtudeReference>>, List<Blueprint<BlueprintEtudeReference>>, Blueprint<BlueprintAreaEnterPointReference>)
ActionsBuilderUpgraderEx.FixItemInInventory(ActionsBuilder, Blueprint<BlueprintItemReference>, Blueprint<BlueprintItemReference>, Nullable<Boolean>)
ActionsBuilderUpgraderEx.FixKingdomSystemBuffsAndStats(ActionsBuilder, Nullable<Single>, Nullable<Single>, Nullable<Single>, Nullable<Single>, Nullable<Single>)
ActionsBuilderUpgraderEx.RecreateOnLoad(ActionsBuilder, Nullable<Boolean>)
ActionsBuilderUpgraderEx.RecreateOnLoadVissariyRatimus(ActionsBuilder, BlueprintUnit)
ActionsBuilderUpgraderEx.RefreshAllArmyLeaders(ActionsBuilder, Nullable<Boolean>)
ActionsBuilderUpgraderEx.RefreshArmyLeadersBaseSkills(ActionsBuilder)
ActionsBuilderUpgraderEx.RefreshCrusadeLogistic(ActionsBuilder)
ActionsBuilderUpgraderEx.RefreshSettingsPreset(ActionsBuilder)
ActionsBuilderUpgraderEx.RemoveBrokenSummon(ActionsBuilder)
ActionsBuilderUpgraderEx.RemoveSpell(ActionsBuilder, Blueprint<BlueprintAbilityReference>, Blueprint<BlueprintSpellbookReference>)
ActionsBuilderUpgraderEx.ResetMinDifficulty(ActionsBuilder)
ActionsBuilderUpgraderEx.RespawnNewUnit(ActionsBuilder, EntityReference)
ActionsBuilderUpgraderEx.RestartTacticalCombat(ActionsBuilder)
ActionsBuilderUpgraderEx.RestoreClassFeature(ActionsBuilder, Blueprint<BlueprintFeatureReference>)
ActionsBuilderUpgraderEx.SetHandsFromBlueprint(ActionsBuilder)
ActionsBuilderUpgraderEx.SetRaceFromBlueprint(ActionsBuilder)
ActionsBuilderUpgraderEx.UpdateProgression(ActionsBuilder, Blueprint<BlueprintProgressionReference>)
  • Improve this Doc
  • View Source
In This Article
Back to top Generated by DocFX