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Class ConditionsBuilderMiscEx

Extension to ConditionsBuilder for conditions without a better extension container such as achievements vendor Conditions, and CustomEvent.

Inheritance
System.Object
ConditionsBuilderMiscEx
Namespace: BlueprintCore.Conditions.Builder.MiscEx
Assembly: BlueprintCore.dll
Syntax
public static class ConditionsBuilderMiscEx
Remarks

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

When Build(Validator) is called the Kingmaker.ElementsSystem.ConditionsChecker 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 Conditions involving the game map, dungeons, or locations. See also KingdomEx for location related conditions specifically tied to the Kingdom and Crusade system.
BasicEx Most game mechanics related conditions not included in ContextEx.
ContextEx Most Kingmaker.UnitLogic.Mechanics.Conditions.ContextCondition types. Some Kingmaker.UnitLogic.Mechanics.Conditions.ContextCondition types are in more specific extensions such as KingdomEx.
KingdomEx Conditions involving the Kingdom and Crusade system.
MiscEx Conditions without a better extension container such as game difficulty.
NewEx Conditions defined in BlueprintCore and not available in the base game.
StoryEx Conditions related to the story such as companion stories, quests, name changes, and etudes.
Make a melee attack if the target is in range:
// Provides the MeleeAttack extension for ActionsBuilder
using BlueprintCore.Actions.Builder.ContextEx; 
// Provides the TargetInMeleeRange extension for ConditionsBuilder
using BlueprintCore.Conditions.Builder.NewEx;

var actionList = ActionsBuilder.New() .Conditional( ConditionsBuilder.New().TargetInMeleeRange(), ifTrue: ActionsBuilder.New().MeleeAttack()) .build();

Methods

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DifficultyHigherThan(ConditionsBuilder, DifficultyPresetAsset, Boolean)

Adds DifficultyHigherThan(ConditionsBuilder, Nullable<Boolean>, DifficultyPresetAsset, Nullable<Boolean>, Boolean, Nullable<Boolean>)

Declaration
public static ConditionsBuilder DifficultyHigherThan(this ConditionsBuilder builder, DifficultyPresetAsset difficulty = null, bool negate = false)
Parameters
Type Name Description
ConditionsBuilder builder
Kingmaker.Settings.Difficulty.DifficultyPresetAsset difficulty
System.Boolean negate
Returns
Type Description
ConditionsBuilder
Remarks

  • ChainedDarkness_Buff_NegativeLevelController45b2ab2feef04dc089d5875982f7fc45
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DifficultyHigherThan(ConditionsBuilder, Nullable<Boolean>, DifficultyPresetAsset, Nullable<Boolean>, Boolean, Nullable<Boolean>)

Adds Kingmaker.UnitLogic.Mechanics.Conditions.ContextConditionDifficultyHigherThan

Declaration
public static ConditionsBuilder DifficultyHigherThan(this ConditionsBuilder builder, bool? checkOnlyForMonster = null, DifficultyPresetAsset difficulty = null, bool? less = null, bool negate = false, bool? reverse = null)
Parameters
Type Name Description
ConditionsBuilder builder
System.Nullable<System.Boolean> checkOnlyForMonster
Kingmaker.Settings.Difficulty.DifficultyPresetAsset difficulty
System.Nullable<System.Boolean> less
System.Boolean negate
System.Nullable<System.Boolean> reverse
Returns
Type Description
ConditionsBuilder
Remarks

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EnlargedEncountersCapacity(ConditionsBuilder, Boolean)

Adds EnlargedEncountersCapacity(ConditionsBuilder, Boolean)

Declaration
public static ConditionsBuilder EnlargedEncountersCapacity(this ConditionsBuilder builder, bool negate = false)
Parameters
Type Name Description
ConditionsBuilder builder
System.Boolean negate
Returns
Type Description
ConditionsBuilder
Remarks

  • CommandAction 3651c3ea9f9323e943823ed497736ac74
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GameModeActive(ConditionsBuilder, Nullable<GameModeType.Enum>, Boolean)

Adds GameModeActive(ConditionsBuilder, Nullable<GameModeType.Enum>, Boolean)

Declaration
public static ConditionsBuilder GameModeActive(this ConditionsBuilder builder, GameModeType.Enum? gameMode = null, bool negate = false)
Parameters
Type Name Description
ConditionsBuilder builder
System.Nullable<Kingmaker.GameModes.GameModeType.Enum> gameMode
System.Boolean negate
Returns
Type Description
ConditionsBuilder
Remarks

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HasEnoughMoneyForCustomCompanion(ConditionsBuilder, Boolean)

Adds HasEnoughMoneyForCustomCompanion(ConditionsBuilder, Boolean)

Declaration
public static ConditionsBuilder HasEnoughMoneyForCustomCompanion(this ConditionsBuilder builder, bool negate = false)
Parameters
Type Name Description
ConditionsBuilder builder
System.Boolean negate
Returns
Type Description
ConditionsBuilder
Remarks

  • Answer_00032295c50c6e3d4d93a86a9086aada9833
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HasEnoughMoneyForRespec(ConditionsBuilder, Boolean)

Adds HasEnoughMoneyForRespec(ConditionsBuilder, Boolean)

Declaration
public static ConditionsBuilder HasEnoughMoneyForRespec(this ConditionsBuilder builder, bool negate = false)
Parameters
Type Name Description
ConditionsBuilder builder
System.Boolean negate
Returns
Type Description
ConditionsBuilder
Remarks

  • Answer_0005a92755e3dfa24ad8b2f2f7654071ccbb
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IsDlcActive(ConditionsBuilder, Blueprint<BlueprintDlcRewardReference>, Boolean)

Adds IsDlcActive(ConditionsBuilder, Blueprint<BlueprintDlcRewardReference>, Boolean)

Declaration
public static ConditionsBuilder IsDlcActive(this ConditionsBuilder builder, Blueprint<BlueprintDlcRewardReference> blueprintDlcReward = null, bool negate = false)
Parameters
Type Name Description
ConditionsBuilder builder
Blueprint<Kingmaker.Blueprints.BlueprintDlcRewardReference> blueprintDlcReward

Blueprint of type BlueprintDlcReward. 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.Boolean negate
Returns
Type Description
ConditionsBuilder
Remarks

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IsDLCEnabled(ConditionsBuilder, Blueprint<BlueprintDlcRewardReference>, Boolean)

Adds IsDLCEnabled(ConditionsBuilder, Blueprint<BlueprintDlcRewardReference>, Boolean)

Declaration
public static ConditionsBuilder IsDLCEnabled(this ConditionsBuilder builder, Blueprint<BlueprintDlcRewardReference> blueprintDlcReward = null, bool negate = false)
Parameters
Type Name Description
ConditionsBuilder builder
Blueprint<Kingmaker.Blueprints.BlueprintDlcRewardReference> blueprintDlcReward

Blueprint of type BlueprintDlcReward. 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.Boolean negate
Returns
Type Description
ConditionsBuilder
Remarks

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IsleStateCondition(ConditionsBuilder, IsleEvaluator, Boolean, String)

Adds IsleStateCondition(ConditionsBuilder, IsleEvaluator, Boolean, String)

Declaration
public static ConditionsBuilder IsleStateCondition(this ConditionsBuilder builder, IsleEvaluator isle = null, bool negate = false, string state = null)
Parameters
Type Name Description
ConditionsBuilder builder
Kingmaker.ElementsSystem.IsleEvaluator isle
System.Boolean negate
System.String state
Returns
Type Description
ConditionsBuilder
Remarks

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IsListContainsItem(ConditionsBuilder, ItemEvaluator, Blueprint<BlueprintItemsList.Reference>, Boolean)

Adds IsListContainsItem(ConditionsBuilder, ItemEvaluator, Blueprint<BlueprintItemsList.Reference>, Boolean)

Declaration
public static ConditionsBuilder IsListContainsItem(this ConditionsBuilder builder, ItemEvaluator item = null, Blueprint<BlueprintItemsList.Reference> list = null, bool negate = false)
Parameters
Type Name Description
ConditionsBuilder builder
Kingmaker.ElementsSystem.ItemEvaluator item
Blueprint<Kingmaker.Blueprints.Items.BlueprintItemsList.Reference> list

Blueprint of type BlueprintItemsList. 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.Boolean negate
Returns
Type Description
ConditionsBuilder
Remarks

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IsRespecAllowed(ConditionsBuilder, Boolean)

Adds IsRespecAllowed(ConditionsBuilder, Boolean)

Declaration
public static ConditionsBuilder IsRespecAllowed(this ConditionsBuilder builder, bool negate = false)
Parameters
Type Name Description
ConditionsBuilder builder
System.Boolean negate
Returns
Type Description
ConditionsBuilder
Remarks

  • Answer_0001808ac1acf5a4421790209f192d376e9d
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IsUnitCustomCompanion(ConditionsBuilder, Boolean, UnitEvaluator)

Adds IsUnitCustomCompanion(ConditionsBuilder, Boolean, UnitEvaluator)

Declaration
public static ConditionsBuilder IsUnitCustomCompanion(this ConditionsBuilder builder, bool negate = false, UnitEvaluator unit = null)
Parameters
Type Name Description
ConditionsBuilder builder
System.Boolean negate
Kingmaker.ElementsSystem.UnitEvaluator unit
Returns
Type Description
ConditionsBuilder
Remarks

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  • LostChapelStory74e355c8ae61ef6469cf0026de5026f6
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RespecIsFree(ConditionsBuilder, Boolean)

Adds RespecIsFree(ConditionsBuilder, Boolean)

Declaration
public static ConditionsBuilder RespecIsFree(this ConditionsBuilder builder, bool negate = false)
Parameters
Type Name Description
ConditionsBuilder builder
System.Boolean negate
Returns
Type Description
ConditionsBuilder
Remarks

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SettingBoolValue(ConditionsBuilder, Boolean, UISettingsEntityBool, Nullable<Boolean>)

Adds SettingBoolValue(ConditionsBuilder, Boolean, UISettingsEntityBool, Nullable<Boolean>)

Declaration
public static ConditionsBuilder SettingBoolValue(this ConditionsBuilder builder, bool negate = false, UISettingsEntityBool setting = null, bool? settingValue = null)
Parameters
Type Name Description
ConditionsBuilder builder
System.Boolean negate
Kingmaker.UI.SettingsUI.UISettingsEntityBool setting
System.Nullable<System.Boolean> settingValue
Returns
Type Description
ConditionsBuilder
Remarks

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