Class ConditionsBuilderKingdomEx
Extension to ConditionsBuilder for conditions involving the Kingdom and Crusade system.
Inheritance
System.Object
ConditionsBuilderKingdomEx
Assembly: BlueprintCore.dll
Syntax
public static class ConditionsBuilderKingdomEx
Methods
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AnySettlementUnderSiege(ConditionsBuilder, Boolean)
Declaration
public static ConditionsBuilder AnySettlementUnderSiege(this ConditionsBuilder builder, bool negate = false)
Parameters
Returns
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ArmyInLocationDefeated(ConditionsBuilder, Blueprint<BlueprintGlobalMapPointReference>, Boolean)
Declaration
public static ConditionsBuilder ArmyInLocationDefeated(this ConditionsBuilder builder, Blueprint<BlueprintGlobalMapPointReference> location = null, bool negate = false)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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Blueprint<Kingmaker.Blueprints.BlueprintGlobalMapPointReference> |
location |
Blueprint of type BlueprintGlobalMapPoint. 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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AutoKingdom(ConditionsBuilder, Boolean)
Declaration
public static ConditionsBuilder AutoKingdom(this ConditionsBuilder builder, bool negate = false)
Parameters
Returns
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GarrisonClear(ConditionsBuilder, Blueprint<BlueprintGlobalMapPointReference>, Boolean)
Adds Kingmaker.UnitLogic.Mechanics.Conditions.ContextConditionGarrisonClear
Declaration
public static ConditionsBuilder GarrisonClear(this ConditionsBuilder builder, Blueprint<BlueprintGlobalMapPointReference> globalMapPoint = null, bool negate = false)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
|
Blueprint<Kingmaker.Blueprints.BlueprintGlobalMapPointReference> |
globalMapPoint |
Blueprint of type BlueprintGlobalMapPoint. 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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HasTacticalMorale(ConditionsBuilder, Boolean)
Declaration
public static ConditionsBuilder HasTacticalMorale(this ConditionsBuilder builder, bool negate = false)
Parameters
Returns
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KingdomBuffIsActive(ConditionsBuilder, Blueprint<BlueprintKingdomBuffReference>, Boolean, Blueprint<BlueprintRegionReference>)
Declaration
public static ConditionsBuilder KingdomBuffIsActive(this ConditionsBuilder builder, Blueprint<BlueprintKingdomBuffReference> blueprint = null, bool negate = false, Blueprint<BlueprintRegionReference> region = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
|
Blueprint<Kingmaker.Blueprints.BlueprintKingdomBuffReference> |
blueprint |
Blueprint of type BlueprintKingdomBuff. 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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Blueprint<Kingmaker.Blueprints.BlueprintRegionReference> |
region |
Blueprint of type BlueprintRegion. 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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KingdomChapterWeek(ConditionsBuilder, Boolean, Nullable<Int32>)
Declaration
public static ConditionsBuilder KingdomChapterWeek(this ConditionsBuilder builder, bool negate = false, int? week = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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System.Boolean |
negate |
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System.Nullable<System.Int32> |
week |
InfoBox: Week number from chapter start. To check chapter use etude checker.
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Returns
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KingdomEventIsBeingResolved(ConditionsBuilder, Blueprint<BlueprintKingdomEventBaseReference>, Boolean)
Declaration
public static ConditionsBuilder KingdomEventIsBeingResolved(this ConditionsBuilder builder, Blueprint<BlueprintKingdomEventBaseReference> eventValue = null, bool negate = false)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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Blueprint<Kingmaker.Blueprints.BlueprintKingdomEventBaseReference> |
eventValue |
Blueprint of type BlueprintKingdomEventBase. 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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KingdomExists(ConditionsBuilder, Boolean)
Declaration
public static ConditionsBuilder KingdomExists(this ConditionsBuilder builder, bool negate = false)
Parameters
Returns
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KingdomLeaderIs(ConditionsBuilder, Nullable<Boolean>, Nullable<LeaderType>, Boolean, Blueprint<BlueprintUnitReference>)
Declaration
public static ConditionsBuilder KingdomLeaderIs(this ConditionsBuilder builder, bool? allowCustomCompanions = null, LeaderType? leader = null, bool negate = false, Blueprint<BlueprintUnitReference> unit = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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System.Nullable<System.Boolean> |
allowCustomCompanions |
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System.Nullable<Kingmaker.Kingdom.LeaderType> |
leader |
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System.Boolean |
negate |
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Blueprint<Kingmaker.Blueprints.BlueprintUnitReference> |
unit |
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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Returns
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KingdomMoraleFlagCondition(ConditionsBuilder, Blueprint<BlueprintKingdomMoraleFlag.Reference>, Boolean, Nullable<KingdomMoraleFlag.State>)
Declaration
public static ConditionsBuilder KingdomMoraleFlagCondition(this ConditionsBuilder builder, Blueprint<BlueprintKingdomMoraleFlag.Reference> flag = null, bool negate = false, KingdomMoraleFlag.State? state = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
|
Blueprint<Kingmaker.Kingdom.Flags.BlueprintKingdomMoraleFlag.Reference> |
flag |
Blueprint of type BlueprintKingdomMoraleFlag. 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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System.Nullable<Kingmaker.Kingdom.Flags.KingdomMoraleFlag.State> |
state |
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Returns
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KingdomProjectIsAvailable(ConditionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>, Boolean, Blueprint<BlueprintKingdomProjectReference>)
Declaration
public static ConditionsBuilder KingdomProjectIsAvailable(this ConditionsBuilder builder, bool? checkLeader = null, bool? checkResources = null, bool? finishableThisMonth = null, bool negate = false, Blueprint<BlueprintKingdomProjectReference> project = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
|
System.Nullable<System.Boolean> |
checkLeader |
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System.Nullable<System.Boolean> |
checkResources |
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System.Nullable<System.Boolean> |
finishableThisMonth |
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System.Boolean |
negate |
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Blueprint<Kingmaker.Blueprints.BlueprintKingdomProjectReference> |
project |
Blueprint of type BlueprintKingdomProject. 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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KingdomProjectIsDone(ConditionsBuilder, Boolean, Blueprint<BlueprintKingdomProjectReference>)
Declaration
public static ConditionsBuilder KingdomProjectIsDone(this ConditionsBuilder builder, bool negate = false, Blueprint<BlueprintKingdomProjectReference> project = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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System.Boolean |
negate |
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Blueprint<Kingmaker.Blueprints.BlueprintKingdomProjectReference> |
project |
Blueprint of type BlueprintKingdomProject. 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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KingdomRankUpConditions(ConditionsBuilder, Boolean, Nullable<Int32>, Nullable<KingdomStats.Type>)
Declaration
public static ConditionsBuilder KingdomRankUpConditions(this ConditionsBuilder builder, bool negate = false, int? nextRank = null, KingdomStats.Type? stat = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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System.Boolean |
negate |
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System.Nullable<System.Int32> |
nextRank |
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System.Nullable<Kingmaker.Kingdom.KingdomStats.Type> |
stat |
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Returns
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KingdomRegionIsConquered(ConditionsBuilder, Boolean, Blueprint<BlueprintRegionReference>)
Declaration
public static ConditionsBuilder KingdomRegionIsConquered(this ConditionsBuilder builder, bool negate = false, Blueprint<BlueprintRegionReference> region = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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System.Boolean |
negate |
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Blueprint<Kingmaker.Blueprints.BlueprintRegionReference> |
region |
Blueprint of type BlueprintRegion. 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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KingdomSettlementCount(ConditionsBuilder, Nullable<Int32>, Nullable<SettlementState.LevelType>, Boolean)
Declaration
public static ConditionsBuilder KingdomSettlementCount(this ConditionsBuilder builder, int? count = null, SettlementState.LevelType? minLevel = null, bool negate = false)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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System.Nullable<System.Int32> |
count |
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System.Nullable<Kingmaker.Kingdom.Settlements.SettlementState.LevelType> |
minLevel |
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System.Boolean |
negate |
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Returns
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KingdomStatCheck(ConditionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Boolean, Nullable<KingdomStats.Type>, Nullable<Int32>)
Declaration
public static ConditionsBuilder KingdomStatCheck(this ConditionsBuilder builder, bool? atMost = null, bool? checkRank = null, bool negate = false, KingdomStats.Type? statType = null, int? value = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
|
System.Nullable<System.Boolean> |
atMost |
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System.Nullable<System.Boolean> |
checkRank |
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System.Boolean |
negate |
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System.Nullable<Kingmaker.Kingdom.KingdomStats.Type> |
statType |
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System.Nullable<System.Int32> |
value |
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Returns
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TacticalCombatSquadHitPointsCondition(ConditionsBuilder, Nullable<Boolean>, Boolean, Nullable<CompareOperation.Type>, ContextValue)
Declaration
public static ConditionsBuilder TacticalCombatSquadHitPointsCondition(this ConditionsBuilder builder, bool? checkInitiatorHP = null, bool negate = false, CompareOperation.Type? operation = null, ContextValue referenceValue = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
|
System.Nullable<System.Boolean> |
checkInitiatorHP |
InfoBox: Compares with target's HP by default
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System.Boolean |
negate |
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System.Nullable<Kingmaker.UnitLogic.Mechanics.CompareOperation.Type> |
operation |
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Kingmaker.UnitLogic.Mechanics.ContextValue |
referenceValue |
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Returns
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TargetHasArmyTag(ConditionsBuilder, Nullable<Boolean>, Boolean, Nullable<ArmyProperties>)
Declaration
public static ConditionsBuilder TargetHasArmyTag(this ConditionsBuilder builder, bool? needAllTags = null, bool negate = false, ArmyProperties? tags = null)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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System.Nullable<System.Boolean> |
needAllTags |
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System.Boolean |
negate |
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System.Nullable<Kingmaker.Armies.Components.ArmyProperties> |
tags |
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Returns