Class ConditionsBuilderBasicEx
Inheritance
System.Object
ConditionsBuilderBasicEx
Assembly: BlueprintCore.dll
Syntax
public static class ConditionsBuilderBasicEx
Methods
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BuffConditionCheckRoundNumber(ConditionsBuilder, Boolean, Nullable<Int32>)
Declaration
public static ConditionsBuilder BuffConditionCheckRoundNumber(this ConditionsBuilder builder, bool negate = false, int? roundNumber = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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System.Boolean |
negate |
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System.Nullable<System.Int32> |
roundNumber |
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Returns
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CheckConditionsHolder(ConditionsBuilder, Blueprint<ConditionsReference>, Boolean, ParametrizedContextSetter)
Declaration
public static ConditionsBuilder CheckConditionsHolder(this ConditionsBuilder builder, Blueprint<ConditionsReference> conditionsHolder = null, bool negate = false, ParametrizedContextSetter parameters = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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Blueprint<Kingmaker.ElementsSystem.ConditionsReference> |
conditionsHolder |
Blueprint of type ConditionsHolder. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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System.Boolean |
negate |
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Kingmaker.Designers.EventConditionActionSystem.NamedParameters.ParametrizedContextSetter |
parameters |
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Returns
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CheckItemCondition(ConditionsBuilder, Boolean, Nullable<CheckItemCondition.RequiredState>, Blueprint<BlueprintItemReference>, UnitEvaluator)
Declaration
public static ConditionsBuilder CheckItemCondition(this ConditionsBuilder builder, bool negate = false, CheckItemCondition.RequiredState? requiredState = null, Blueprint<BlueprintItemReference> targetItem = null, UnitEvaluator unitEvaluator = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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System.Boolean |
negate |
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System.Nullable<Kingmaker.Designers.EventConditionActionSystem.Conditions.CheckItemCondition.RequiredState> |
requiredState |
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Blueprint<Kingmaker.Blueprints.BlueprintItemReference> |
targetItem |
Blueprint of type BlueprintItem. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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Kingmaker.ElementsSystem.UnitEvaluator |
unitEvaluator |
InfoBox: If empty - check all units in party
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Returns
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CompanionInParty(ConditionsBuilder, Blueprint<BlueprintUnitReference>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Boolean)
Declaration
public static ConditionsBuilder CompanionInParty(this ConditionsBuilder builder, Blueprint<BlueprintUnitReference> companion = null, bool? matchWhenActive = null, bool? matchWhenDead = null, bool? matchWhenDetached = null, bool? matchWhenEx = null, bool? matchWhenRemote = null, bool negate = false)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
|
Blueprint<Kingmaker.Blueprints.BlueprintUnitReference> |
companion |
Blueprint of type BlueprintUnit. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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System.Nullable<System.Boolean> |
matchWhenActive |
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System.Nullable<System.Boolean> |
matchWhenDead |
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System.Nullable<System.Boolean> |
matchWhenDetached |
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System.Nullable<System.Boolean> |
matchWhenEx |
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System.Nullable<System.Boolean> |
matchWhenRemote |
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System.Boolean |
negate |
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Returns
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CompanionIsDead(ConditionsBuilder, Nullable<Boolean>, Blueprint<BlueprintUnitReference>, Nullable<Boolean>, Boolean)
Declaration
public static ConditionsBuilder CompanionIsDead(this ConditionsBuilder builder, bool? anyCompanion = null, Blueprint<BlueprintUnitReference> companion = null, bool? includeRemote = null, bool negate = false)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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System.Nullable<System.Boolean> |
anyCompanion |
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Blueprint<Kingmaker.Blueprints.BlueprintUnitReference> |
companion |
Blueprint of type BlueprintUnit. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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System.Nullable<System.Boolean> |
includeRemote |
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System.Boolean |
negate |
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Returns
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CompanionIsLost(ConditionsBuilder, Blueprint<BlueprintUnitReference>, Boolean)
Declaration
public static ConditionsBuilder CompanionIsLost(this ConditionsBuilder builder, Blueprint<BlueprintUnitReference> companion = null, bool negate = false)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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Blueprint<Kingmaker.Blueprints.BlueprintUnitReference> |
companion |
Blueprint of type BlueprintUnit. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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System.Boolean |
negate |
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Returns
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HasBuff(ConditionsBuilder, Blueprint<BlueprintBuffReference>, Boolean, UnitEvaluator)
Declaration
public static ConditionsBuilder HasBuff(this ConditionsBuilder builder, Blueprint<BlueprintBuffReference> buff = null, bool negate = false, UnitEvaluator target = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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Blueprint<Kingmaker.Blueprints.BlueprintBuffReference> |
buff |
Blueprint of type BlueprintBuff. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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System.Boolean |
negate |
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Kingmaker.ElementsSystem.UnitEvaluator |
target |
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Returns
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HasFact(ConditionsBuilder, Blueprint<BlueprintUnitFactReference>, Boolean, UnitEvaluator)
Declaration
public static ConditionsBuilder HasFact(this ConditionsBuilder builder, Blueprint<BlueprintUnitFactReference> fact = null, bool negate = false, UnitEvaluator unit = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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Blueprint<Kingmaker.Blueprints.BlueprintUnitFactReference> |
fact |
Blueprint of type BlueprintUnitFact. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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System.Boolean |
negate |
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Kingmaker.ElementsSystem.UnitEvaluator |
unit |
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Returns
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IsEnemy(ConditionsBuilder, UnitEvaluator, Boolean, UnitEvaluator)
Declaration
public static ConditionsBuilder IsEnemy(this ConditionsBuilder builder, UnitEvaluator firstUnit = null, bool negate = false, UnitEvaluator secondUnit = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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Kingmaker.ElementsSystem.UnitEvaluator |
firstUnit |
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System.Boolean |
negate |
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Kingmaker.ElementsSystem.UnitEvaluator |
secondUnit |
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Returns
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IsEqual(ConditionsBuilder, IntEvaluator, Boolean, IntEvaluator)
Declaration
public static ConditionsBuilder IsEqual(this ConditionsBuilder builder, IntEvaluator firstValue = null, bool negate = false, IntEvaluator secondValue = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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Kingmaker.ElementsSystem.IntEvaluator |
firstValue |
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System.Boolean |
negate |
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Kingmaker.ElementsSystem.IntEvaluator |
secondValue |
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Returns
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IsInCombat(ConditionsBuilder, Boolean, Nullable<Boolean>, UnitEvaluator)
Declaration
public static ConditionsBuilder IsInCombat(this ConditionsBuilder builder, bool negate = false, bool? player = null, UnitEvaluator unit = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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System.Boolean |
negate |
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System.Nullable<System.Boolean> |
player |
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Kingmaker.ElementsSystem.UnitEvaluator |
unit |
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Returns
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IsInTurnBasedCombat(ConditionsBuilder, Boolean)
Declaration
public static ConditionsBuilder IsInTurnBasedCombat(this ConditionsBuilder builder, bool negate = false)
Parameters
Returns
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IsPartyMember(ConditionsBuilder, Boolean, UnitEvaluator)
Declaration
public static ConditionsBuilder IsPartyMember(this ConditionsBuilder builder, bool negate = false, UnitEvaluator unit = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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System.Boolean |
negate |
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Kingmaker.ElementsSystem.UnitEvaluator |
unit |
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Returns
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IsUnconscious(ConditionsBuilder, Boolean, UnitEvaluator)
Declaration
public static ConditionsBuilder IsUnconscious(this ConditionsBuilder builder, bool negate = false, UnitEvaluator unit = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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System.Boolean |
negate |
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Kingmaker.ElementsSystem.UnitEvaluator |
unit |
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Returns
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IsUnitLevelLessThan(ConditionsBuilder, Nullable<Boolean>, Nullable<Int32>, Boolean, UnitEvaluator)
Declaration
public static ConditionsBuilder IsUnitLevelLessThan(this ConditionsBuilder builder, bool? checkExperience = null, int? level = null, bool negate = false, UnitEvaluator unit = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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System.Nullable<System.Boolean> |
checkExperience |
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System.Nullable<System.Int32> |
level |
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System.Boolean |
negate |
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Kingmaker.ElementsSystem.UnitEvaluator |
unit |
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Returns
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IsUnitMythicExperience(ConditionsBuilder, Nullable<Boolean>, Nullable<Boolean>, IntEvaluator, IntEvaluator, Boolean, UnitEvaluator)
Declaration
public static ConditionsBuilder IsUnitMythicExperience(this ConditionsBuilder builder, bool? checkMaxLevel = null, bool? checkMinLevel = null, IntEvaluator maxLevel = null, IntEvaluator minLevel = null, bool negate = false, UnitEvaluator unit = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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System.Nullable<System.Boolean> |
checkMaxLevel |
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System.Nullable<System.Boolean> |
checkMinLevel |
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Kingmaker.ElementsSystem.IntEvaluator |
maxLevel |
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Kingmaker.ElementsSystem.IntEvaluator |
minLevel |
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System.Boolean |
negate |
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Kingmaker.ElementsSystem.UnitEvaluator |
unit |
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Returns
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IsUnitMythicLevel(ConditionsBuilder, Nullable<Boolean>, Nullable<Boolean>, IntEvaluator, IntEvaluator, Boolean, UnitEvaluator)
Declaration
public static ConditionsBuilder IsUnitMythicLevel(this ConditionsBuilder builder, bool? checkMaxLevel = null, bool? checkMinLevel = null, IntEvaluator maxLevel = null, IntEvaluator minLevel = null, bool negate = false, UnitEvaluator unit = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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System.Nullable<System.Boolean> |
checkMaxLevel |
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System.Nullable<System.Boolean> |
checkMinLevel |
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Kingmaker.ElementsSystem.IntEvaluator |
maxLevel |
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Kingmaker.ElementsSystem.IntEvaluator |
minLevel |
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System.Boolean |
negate |
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Kingmaker.ElementsSystem.UnitEvaluator |
unit |
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Returns
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ItemBlueprint(ConditionsBuilder, Blueprint<BlueprintItemReference>, ItemEvaluator, Boolean)
Declaration
public static ConditionsBuilder ItemBlueprint(this ConditionsBuilder builder, Blueprint<BlueprintItemReference> blueprint = null, ItemEvaluator item = null, bool negate = false)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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Blueprint<Kingmaker.Blueprints.BlueprintItemReference> |
blueprint |
Blueprint of type BlueprintItem. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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Kingmaker.ElementsSystem.ItemEvaluator |
item |
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System.Boolean |
negate |
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Returns
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ItemFromCollectionCondition(ConditionsBuilder, Nullable<Boolean>, ConditionsBuilder, ItemsCollectionEvaluator, Boolean)
Declaration
public static ConditionsBuilder ItemFromCollectionCondition(this ConditionsBuilder builder, bool? any = null, ConditionsBuilder condition = null, ItemsCollectionEvaluator items = null, bool negate = false)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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System.Nullable<System.Boolean> |
any |
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ConditionsBuilder |
condition |
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Kingmaker.ElementsSystem.ItemsCollectionEvaluator |
items |
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System.Boolean |
negate |
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Returns
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ItemsEnough(ConditionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Blueprint<BlueprintItemReference>, Nullable<Boolean>, Boolean, Nullable<Int32>)
Declaration
public static ConditionsBuilder ItemsEnough(this ConditionsBuilder builder, bool? checkBesmaritesChests = null, bool? checkInPlayerHubChest = null, bool? checkMemoriesChests = null, bool? ignoreRemoteCompanions = null, Blueprint<BlueprintItemReference> itemToCheck = null, bool? money = null, bool negate = false, int? quantity = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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System.Nullable<System.Boolean> |
checkBesmaritesChests |
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System.Nullable<System.Boolean> |
checkInPlayerHubChest |
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System.Nullable<System.Boolean> |
checkMemoriesChests |
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System.Nullable<System.Boolean> |
ignoreRemoteCompanions |
InfoBox: Check item `equipped` state and don't count items equipped on remote companions
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Blueprint<Kingmaker.Blueprints.BlueprintItemReference> |
itemToCheck |
Blueprint of type BlueprintItem. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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System.Nullable<System.Boolean> |
money |
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System.Boolean |
negate |
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System.Nullable<System.Int32> |
quantity |
InfoBox: Quantity = 0, will return true always
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Returns
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PartyCanUseAbility(ConditionsBuilder, Nullable<Boolean>, AbilitiesHelper.AbilityDescription, Boolean)
Declaration
public static ConditionsBuilder PartyCanUseAbility(this ConditionsBuilder builder, bool? allowItems = null, AbilitiesHelper.AbilityDescription description = null, bool negate = false)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
|
System.Nullable<System.Boolean> |
allowItems |
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Kingmaker.Designers.AbilitiesHelper.AbilityDescription |
description |
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System.Boolean |
negate |
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Returns
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PartyUnits(ConditionsBuilder, Nullable<Boolean>, ConditionsBuilder, Boolean)
Declaration
public static ConditionsBuilder PartyUnits(this ConditionsBuilder builder, bool? any = null, ConditionsBuilder conditions = null, bool negate = false)
Parameters
Returns
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PcFemale(ConditionsBuilder, Boolean)
Declaration
public static ConditionsBuilder PcFemale(this ConditionsBuilder builder, bool negate = false)
Parameters
Returns
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PcMale(ConditionsBuilder, Boolean)
Declaration
public static ConditionsBuilder PcMale(this ConditionsBuilder builder, bool negate = false)
Parameters
Returns
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PcRace(ConditionsBuilder, Boolean, Nullable<Race>)
Declaration
public static ConditionsBuilder PcRace(this ConditionsBuilder builder, bool negate = false, Race? race = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
|
System.Boolean |
negate |
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System.Nullable<Kingmaker.Blueprints.Race> |
race |
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Returns
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SummonPoolCount(ConditionsBuilder, Nullable<Boolean>, Nullable<Int32>, Boolean, Nullable<SummonPoolCount.Operation>, Blueprint<BlueprintSummonPoolReference>)
Declaration
public static ConditionsBuilder SummonPoolCount(this ConditionsBuilder builder, bool? aliveOnly = null, int? count = null, bool negate = false, SummonPoolCount.Operation? operation = null, Blueprint<BlueprintSummonPoolReference> summonPoll = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
|
System.Nullable<System.Boolean> |
aliveOnly |
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System.Nullable<System.Int32> |
count |
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System.Boolean |
negate |
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System.Nullable<Kingmaker.Designers.EventConditionActionSystem.Conditions.SummonPoolCount.Operation> |
operation |
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Blueprint<Kingmaker.Blueprints.BlueprintSummonPoolReference> |
summonPoll |
Blueprint of type BlueprintSummonPool. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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Returns
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SummonPoolExistsAndEmpty(ConditionsBuilder, Boolean, Blueprint<BlueprintSummonPoolReference>)
Declaration
public static ConditionsBuilder SummonPoolExistsAndEmpty(this ConditionsBuilder builder, bool negate = false, Blueprint<BlueprintSummonPoolReference> summonPool = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
|
System.Boolean |
negate |
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Blueprint<Kingmaker.Blueprints.BlueprintSummonPoolReference> |
summonPool |
Blueprint of type BlueprintSummonPool. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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Returns
Remarks
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UnitArmor(ConditionsBuilder, ArmorProficiencyGroup[], ArmorProficiencyGroup[], Boolean, UnitEvaluator)
Declaration
public static ConditionsBuilder UnitArmor(this ConditionsBuilder builder, ArmorProficiencyGroup[] excludeArmorCategories = null, ArmorProficiencyGroup[] includeArmorCategories = null, bool negate = false, UnitEvaluator unit = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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Kingmaker.Blueprints.Items.Armors.ArmorProficiencyGroup[] |
excludeArmorCategories |
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Kingmaker.Blueprints.Items.Armors.ArmorProficiencyGroup[] |
includeArmorCategories |
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System.Boolean |
negate |
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Kingmaker.ElementsSystem.UnitEvaluator |
unit |
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Returns
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UnitBlueprint(ConditionsBuilder, Blueprint<BlueprintUnitReference>, Boolean, UnitEvaluator)
Declaration
public static ConditionsBuilder UnitBlueprint(this ConditionsBuilder builder, Blueprint<BlueprintUnitReference> blueprint = null, bool negate = false, UnitEvaluator unit = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
|
Blueprint<Kingmaker.Blueprints.BlueprintUnitReference> |
blueprint |
Blueprint of type BlueprintUnit. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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System.Boolean |
negate |
|
Kingmaker.ElementsSystem.UnitEvaluator |
unit |
|
Returns
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UnitClass(ConditionsBuilder, Blueprint<BlueprintCharacterClassReference>, Nullable<Boolean>, Nullable<Boolean>, IntEvaluator, IntEvaluator, Boolean, UnitEvaluator)
Declaration
public static ConditionsBuilder UnitClass(this ConditionsBuilder builder, Blueprint<BlueprintCharacterClassReference> clazz = null, bool? limitMaxLevel = null, bool? limitMinLevel = null, IntEvaluator maxLevel = null, IntEvaluator minLevel = null, bool negate = false, UnitEvaluator unit = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
|
Blueprint<Kingmaker.Blueprints.BlueprintCharacterClassReference> |
clazz |
Blueprint of type BlueprintCharacterClass. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
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System.Nullable<System.Boolean> |
limitMaxLevel |
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System.Nullable<System.Boolean> |
limitMinLevel |
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Kingmaker.ElementsSystem.IntEvaluator |
maxLevel |
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Kingmaker.ElementsSystem.IntEvaluator |
minLevel |
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System.Boolean |
negate |
|
Kingmaker.ElementsSystem.UnitEvaluator |
unit |
|
Returns
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UnitEqual(ConditionsBuilder, UnitEvaluator, Boolean, UnitEvaluator)
Declaration
public static ConditionsBuilder UnitEqual(this ConditionsBuilder builder, UnitEvaluator firstUnit = null, bool negate = false, UnitEvaluator secondUnit = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
|
Kingmaker.ElementsSystem.UnitEvaluator |
firstUnit |
|
System.Boolean |
negate |
|
Kingmaker.ElementsSystem.UnitEvaluator |
secondUnit |
|
Returns
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UnitFromSpawnerIsDead(ConditionsBuilder, Boolean, EntityReference)
Declaration
public static ConditionsBuilder UnitFromSpawnerIsDead(this ConditionsBuilder builder, bool negate = false, EntityReference target = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
|
System.Boolean |
negate |
|
Kingmaker.Blueprints.EntityReference |
target |
|
Returns
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UnitFromSummonPool(ConditionsBuilder, Boolean, Blueprint<BlueprintSummonPoolReference>, UnitEvaluator)
Declaration
public static ConditionsBuilder UnitFromSummonPool(this ConditionsBuilder builder, bool negate = false, Blueprint<BlueprintSummonPoolReference> summonPool = null, UnitEvaluator unit = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
|
System.Boolean |
negate |
|
Blueprint<Kingmaker.Blueprints.BlueprintSummonPoolReference> |
summonPool |
Blueprint of type BlueprintSummonPool. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
Kingmaker.ElementsSystem.UnitEvaluator |
unit |
|
Returns
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UnitGender(ConditionsBuilder, Nullable<Gender>, Boolean, UnitEvaluator)
Declaration
public static ConditionsBuilder UnitGender(this ConditionsBuilder builder, Gender? gender = null, bool negate = false, UnitEvaluator unit = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
|
System.Nullable<Kingmaker.Blueprints.Gender> |
gender |
|
System.Boolean |
negate |
|
Kingmaker.ElementsSystem.UnitEvaluator |
unit |
|
Returns
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UnitIsDead(ConditionsBuilder, Boolean, UnitEvaluator)
Declaration
public static ConditionsBuilder UnitIsDead(this ConditionsBuilder builder, bool negate = false, UnitEvaluator target = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
|
System.Boolean |
negate |
|
Kingmaker.ElementsSystem.UnitEvaluator |
target |
InfoBox: This condition may fail if the unit has died and was later destroyed. Consider using SpawnerUnitIsDead or a Summon Pool.
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Returns
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UnitIsHidden(ConditionsBuilder, Boolean, UnitEvaluator)
Declaration
public static ConditionsBuilder UnitIsHidden(this ConditionsBuilder builder, bool negate = false, UnitEvaluator unit = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
|
System.Boolean |
negate |
|
Kingmaker.ElementsSystem.UnitEvaluator |
unit |
|
Returns
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UnitIsNull(ConditionsBuilder, Boolean, UnitEvaluator)
Declaration
public static ConditionsBuilder UnitIsNull(this ConditionsBuilder builder, bool negate = false, UnitEvaluator target = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
|
System.Boolean |
negate |
|
Kingmaker.ElementsSystem.UnitEvaluator |
target |
|
Returns
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UnitWithBlueprintExists(ConditionsBuilder, Blueprint<BlueprintUnitReference>, Nullable<Boolean>, Nullable<Boolean>, Boolean)
Declaration
public static ConditionsBuilder UnitWithBlueprintExists(this ConditionsBuilder builder, Blueprint<BlueprintUnitReference> blueprint = null, bool? includeDead = null, bool? includeHidden = null, bool negate = false)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
|
Blueprint<Kingmaker.Blueprints.BlueprintUnitReference> |
blueprint |
Blueprint of type BlueprintUnit. You can pass in the blueprint using:
- A blueprint instance
- A blueprint reference
- A blueprint id as a string, Guid, or BlueprintGuid
- A blueprint name registered with BlueprintTool
See Blueprint for more details.
|
System.Nullable<System.Boolean> |
includeDead |
|
System.Nullable<System.Boolean> |
includeHidden |
|
System.Boolean |
negate |
|
Returns