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Class ConditionsBuilderStoryEx

Extension to ConditionsBuilder for conditions related to the story such as companion stories, quests, name changes, and etudes.

Inheritance
System.Object
ConditionsBuilderStoryEx
Namespace: BlueprintCore.Conditions.Builder.StoryEx
Assembly: BlueprintCore.dll
Syntax
public static class ConditionsBuilderStoryEx
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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AlignmentCheck(ConditionsBuilder, Nullable<AlignmentComponent>, Boolean)

Adds AlignmentCheck(ConditionsBuilder, Nullable<AlignmentComponent>, Boolean)

Declaration
public static ConditionsBuilder AlignmentCheck(this ConditionsBuilder builder, AlignmentComponent? alignment = null, bool negate = false)
Parameters
Type Name Description
ConditionsBuilder builder
System.Nullable<Kingmaker.Enums.AlignmentComponent> alignment
System.Boolean negate
Returns
Type Description
ConditionsBuilder
Remarks

  • LootConditiond1d246fc5c3df5d48aaee5dd199e75ab
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AnotherEtudeOfGroupIsPlaying(ConditionsBuilder, Blueprint<BlueprintEtudeConflictingGroupReference>, Boolean)

Adds AnotherEtudeOfGroupIsPlaying(ConditionsBuilder, Blueprint<BlueprintEtudeConflictingGroupReference>, Boolean)

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

InfoBox: Внутри этюда будет игнорировать сам этюд

Blueprint of type BlueprintEtudeConflictingGroup. 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

  • Aeon_FirstKTC_Ch5a165ac24237977340b5bfceac10a67a8
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AnswerListShown(ConditionsBuilder, Blueprint<BlueprintAnswersListReference>, Nullable<Boolean>, Boolean)

Adds AnswerListShown(ConditionsBuilder, Blueprint<BlueprintAnswersListReference>, Nullable<Boolean>, Boolean)

Declaration
public static ConditionsBuilder AnswerListShown(this ConditionsBuilder builder, Blueprint<BlueprintAnswersListReference> answersList = null, bool? currentDialog = null, bool negate = false)
Parameters
Type Name Description
ConditionsBuilder builder
Blueprint<Kingmaker.Blueprints.BlueprintAnswersListReference> answersList

Blueprint of type BlueprintAnswersList. 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> currentDialog

Tooltip: Only check shown answer lists in current dialog instance. By default whole game history matters.

System.Boolean negate
Returns
Type Description
ConditionsBuilder
Remarks

  • Answer_0008a3a7361d053ff5741a1fa619c6882d87
  • AnswersList_0001e5da46510ef941a284e5280a914ec174
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AnswerSelected(ConditionsBuilder, Blueprint<BlueprintAnswerReference>, Nullable<Boolean>, Boolean)

Adds AnswerSelected(ConditionsBuilder, Blueprint<BlueprintAnswerReference>, Nullable<Boolean>, Boolean)

Declaration
public static ConditionsBuilder AnswerSelected(this ConditionsBuilder builder, Blueprint<BlueprintAnswerReference> answer = null, bool? currentDialog = null, bool negate = false)
Parameters
Type Name Description
ConditionsBuilder builder
Blueprint<Kingmaker.Blueprints.BlueprintAnswerReference> answer

Blueprint of type BlueprintAnswer. 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> currentDialog

Tooltip: Only check selected answers in current dialog instance. By default whole game history matters.

System.Boolean negate
Returns
Type Description
ConditionsBuilder
Remarks

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BarkBanterPlayed(ConditionsBuilder, Blueprint<BlueprintBarkBanterReference>, Boolean)

Adds BarkBanterPlayed(ConditionsBuilder, Blueprint<BlueprintBarkBanterReference>, Boolean)

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

Blueprint of type BlueprintBarkBanter. 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

  • Banter_CameliaDaeran_banter7_pack29ee702a55f580d0489e3a2529681a691
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  • Banter_WoljifEmber_banter65a59dc95c91885a459a834e464c99a1f
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CampaignCompleted(ConditionsBuilder, Blueprint<BlueprintCampaignReference>, Boolean)

Adds CampaignCompleted(ConditionsBuilder, Blueprint<BlueprintCampaignReference>, Boolean)

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

Blueprint of type BlueprintCampaign. 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

  • DLC1_MythicPowersAfterCompletion637667bed8e04ffdbf40de38794b6228
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CheckFailed(ConditionsBuilder, Blueprint<BlueprintCheckReference>, Boolean)

Adds CheckFailed(ConditionsBuilder, Blueprint<BlueprintCheckReference>, Boolean)

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

Blueprint of type BlueprintCheck. 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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CheckPassed(ConditionsBuilder, Blueprint<BlueprintCheckReference>, Boolean)

Adds CheckPassed(ConditionsBuilder, Blueprint<BlueprintCheckReference>, Boolean)

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

Blueprint of type BlueprintCheck. 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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CompanionStoryUnlocked(ConditionsBuilder, Blueprint<BlueprintCompanionStoryReference>, Boolean)

Adds CompanionStoryUnlocked(ConditionsBuilder, Blueprint<BlueprintCompanionStoryReference>, Boolean)

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

Blueprint of type BlueprintCompanionStory. 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

ComponentName: Condition/CompanionStoryUnlocked

  • PF-390709_EvilArushaStorye933ae2b386c45f4bd080bebb152ccfd
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CueSeen(ConditionsBuilder, Blueprint<BlueprintCueBaseReference>, Nullable<Boolean>, Boolean)

Adds CueSeen(ConditionsBuilder, Blueprint<BlueprintCueBaseReference>, Nullable<Boolean>, Boolean)

Declaration
public static ConditionsBuilder CueSeen(this ConditionsBuilder builder, Blueprint<BlueprintCueBaseReference> cue = null, bool? currentDialog = null, bool negate = false)
Parameters
Type Name Description
ConditionsBuilder builder
Blueprint<Kingmaker.Blueprints.BlueprintCueBaseReference> cue

Blueprint of type BlueprintCueBase. 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> currentDialog

Tooltip: Only check shown cues in current dialog instance. By default whole game history matters.

System.Boolean negate
Returns
Type Description
ConditionsBuilder
Remarks

  • [Kerz]_BarkCondition59c232c2fa5e7c54baa235fee0e049d6
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CurrentChapter(ConditionsBuilder, Nullable<Int32>, Boolean)

Adds CurrentChapter(ConditionsBuilder, Nullable<Int32>, Boolean)

Declaration
public static ConditionsBuilder CurrentChapter(this ConditionsBuilder builder, int? chapter = null, bool negate = false)
Parameters
Type Name Description
ConditionsBuilder builder
System.Nullable<System.Int32> chapter
System.Boolean negate
Returns
Type Description
ConditionsBuilder
Remarks

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DayOfTheMonth(ConditionsBuilder, Nullable<Int32>, Boolean)

Adds DayOfTheMonth(ConditionsBuilder, Nullable<Int32>, Boolean)

Declaration
public static ConditionsBuilder DayOfTheMonth(this ConditionsBuilder builder, int? day = null, bool negate = false)
Parameters
Type Name Description
ConditionsBuilder builder
System.Nullable<System.Int32> day
System.Boolean negate
Returns
Type Description
ConditionsBuilder
Remarks

  • Answer_0023bb30ee6ab838dac4cba66ca2da58d394
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DayOfTheWeek(ConditionsBuilder, Nullable<DayOfWeek>, Boolean)

Adds DayOfTheWeek(ConditionsBuilder, Nullable<DayOfWeek>, Boolean)

Declaration
public static ConditionsBuilder DayOfTheWeek(this ConditionsBuilder builder, DayOfWeek? day = null, bool negate = false)
Parameters
Type Name Description
ConditionsBuilder builder
System.Nullable<System.DayOfWeek> day
System.Boolean negate
Returns
Type Description
ConditionsBuilder
Remarks

  • EmberQ1_EmberPreachingInPrison2d696d7e4ae237947832954d602dbaff
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DayTime(ConditionsBuilder, Boolean, Nullable<TimeOfDay>)

Adds DayTime(ConditionsBuilder, Boolean, Nullable<TimeOfDay>)

Declaration
public static ConditionsBuilder DayTime(this ConditionsBuilder builder, bool negate = false, TimeOfDay? time = null)
Parameters
Type Name Description
ConditionsBuilder builder
System.Boolean negate
System.Nullable<Kingmaker.AreaLogic.TimeOfDay> time
Returns
Type Description
ConditionsBuilder
Remarks

  • AeonQ3Scene_DayTimeffb3b99adfa368444b4a46ea36e5aec9
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DialogSeen(ConditionsBuilder, Blueprint<BlueprintDialogReference>, Boolean)

Adds DialogSeen(ConditionsBuilder, Blueprint<BlueprintDialogReference>, Boolean)

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

Blueprint of type BlueprintDialog. 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

  • [MainHall] [Tall_DesnaPriest] Final_Bark_Conditions7f8be13550ec4db894002cae58c9b811
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EtudeStatus(ConditionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Blueprint<BlueprintEtudeReference>, Boolean, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>)

Adds EtudeStatus(ConditionsBuilder, Nullable<Boolean>, Nullable<Boolean>, Blueprint<BlueprintEtudeReference>, Boolean, Nullable<Boolean>, Nullable<Boolean>, Nullable<Boolean>)

Declaration
public static ConditionsBuilder EtudeStatus(this ConditionsBuilder builder, bool? completed = null, bool? completionInProgress = null, Blueprint<BlueprintEtudeReference> etude = null, bool negate = false, bool? notStarted = null, bool? playing = null, bool? started = null)
Parameters
Type Name Description
ConditionsBuilder builder
System.Nullable<System.Boolean> completed
System.Nullable<System.Boolean> completionInProgress
Blueprint<Kingmaker.Blueprints.BlueprintEtudeReference> etude

Blueprint of type BlueprintEtude. 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
System.Nullable<System.Boolean> notStarted
System.Nullable<System.Boolean> playing
System.Nullable<System.Boolean> started
Returns
Type Description
ConditionsBuilder
Remarks

  • DLC5_b2_warlord_dialogue 7044ec8b144e416395eae35d5a2eba82
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FlagInRange(ConditionsBuilder, Blueprint<BlueprintUnlockableFlagReference>, Nullable<Int32>, Nullable<Int32>, Boolean)

Adds FlagInRange(ConditionsBuilder, Blueprint<BlueprintUnlockableFlagReference>, Nullable<Int32>, Nullable<Int32>, Boolean)

Declaration
public static ConditionsBuilder FlagInRange(this ConditionsBuilder builder, Blueprint<BlueprintUnlockableFlagReference> flag = null, int? maxValue = null, int? minValue = null, bool negate = false)
Parameters
Type Name Description
ConditionsBuilder builder
Blueprint<Kingmaker.Blueprints.BlueprintUnlockableFlagReference> flag

Blueprint of type BlueprintUnlockableFlag. 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.Int32> maxValue
System.Nullable<System.Int32> minValue
System.Boolean negate
Returns
Type Description
ConditionsBuilder
Remarks

ComponentName: Condition/FlagInRange

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FlagUnlocked(ConditionsBuilder, Blueprint<BlueprintUnlockableFlagReference>, Nullable<Boolean>, Boolean, List<Int32>)

Adds FlagUnlocked(ConditionsBuilder, Blueprint<BlueprintUnlockableFlagReference>, Nullable<Boolean>, Boolean, List<Int32>)

Declaration
public static ConditionsBuilder FlagUnlocked(this ConditionsBuilder builder, Blueprint<BlueprintUnlockableFlagReference> conditionFlag = null, bool? exceptSpecifiedValues = null, bool negate = false, List<int> specifiedValues = null)
Parameters
Type Name Description
ConditionsBuilder builder
Blueprint<Kingmaker.Blueprints.BlueprintUnlockableFlagReference> conditionFlag

Blueprint of type BlueprintUnlockableFlag. 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> exceptSpecifiedValues

Tooltip: False - white list. True - black list

System.Boolean negate
System.Collections.Generic.List<System.Int32> specifiedValues
Returns
Type Description
ConditionsBuilder
Remarks

ComponentName: Condition/FlagUnlocked

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IsCampaign(ConditionsBuilder, Blueprint<BlueprintCampaignReference>, Boolean)

Adds IsCampaign(ConditionsBuilder, Blueprint<BlueprintCampaignReference>, Boolean)

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

Blueprint of type BlueprintCampaign. 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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IsCampaignImported(ConditionsBuilder, Blueprint<BlueprintCampaignReference>, Boolean)

Adds IsCampaignImported(ConditionsBuilder, Blueprint<BlueprintCampaignReference>, Boolean)

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

Blueprint of type BlueprintCampaign. 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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IsLegendPathSelected(ConditionsBuilder, Boolean)

Adds IsLegendPathSelected(ConditionsBuilder, Boolean)

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

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MonthFromList(ConditionsBuilder, Int32[], Boolean)

Adds MonthFromList(ConditionsBuilder, Int32[], Boolean)

Declaration
public static ConditionsBuilder MonthFromList(this ConditionsBuilder builder, int[] months = null, bool negate = false)
Parameters
Type Name Description
ConditionsBuilder builder
System.Int32[] months
System.Boolean negate
Returns
Type Description
ConditionsBuilder
Remarks

  • Answer_0023bb30ee6ab838dac4cba66ca2da58d394
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ObjectiveStatus(ConditionsBuilder, Boolean, Blueprint<BlueprintQuestObjectiveReference>, Nullable<QuestObjectiveState>)

Adds ObjectiveStatus(ConditionsBuilder, Boolean, Blueprint<BlueprintQuestObjectiveReference>, Nullable<QuestObjectiveState>)

Declaration
public static ConditionsBuilder ObjectiveStatus(this ConditionsBuilder builder, bool negate = false, Blueprint<BlueprintQuestObjectiveReference> questObjective = null, QuestObjectiveState? state = null)
Parameters
Type Name Description
ConditionsBuilder builder
System.Boolean negate
Blueprint<Kingmaker.Blueprints.BlueprintQuestObjectiveReference> questObjective

Blueprint of type BlueprintQuestObjective. 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<Kingmaker.AreaLogic.QuestSystem.QuestObjectiveState> state
Returns
Type Description
ConditionsBuilder
Remarks

ComponentName: Condition/ObjectiveStatus

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PlayerAlignmentIs(ConditionsBuilder, Nullable<AlignmentMaskType>, Boolean)

Adds PlayerAlignmentIs(ConditionsBuilder, Nullable<AlignmentMaskType>, Boolean)

Declaration
public static ConditionsBuilder PlayerAlignmentIs(this ConditionsBuilder builder, AlignmentMaskType? alignment = null, bool negate = false)
Parameters
Type Name Description
ConditionsBuilder builder
System.Nullable<Kingmaker.UnitLogic.Alignments.AlignmentMaskType> alignment
System.Boolean negate
Returns
Type Description
ConditionsBuilder
Remarks

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PlayerHasNoCharactersOnRoster(ConditionsBuilder, Boolean)

Adds PlayerHasNoCharactersOnRoster(ConditionsBuilder, Boolean)

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

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PlayerHasRecruitsOnRoster(ConditionsBuilder, Boolean)

Adds PlayerHasRecruitsOnRoster(ConditionsBuilder, Boolean)

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

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PlayerSignificantClassIs(ConditionsBuilder, Blueprint<BlueprintCharacterClassReference>, Blueprint<BlueprintCharacterClassGroupReference>, Nullable<Boolean>, Boolean)

Adds PlayerSignificantClassIs(ConditionsBuilder, Blueprint<BlueprintCharacterClassReference>, Blueprint<BlueprintCharacterClassGroupReference>, Nullable<Boolean>, Boolean)

Declaration
public static ConditionsBuilder PlayerSignificantClassIs(this ConditionsBuilder builder, Blueprint<BlueprintCharacterClassReference> characterClass = null, Blueprint<BlueprintCharacterClassGroupReference> characterClassGroup = null, bool? checkGroup = null, bool negate = false)
Parameters
Type Name Description
ConditionsBuilder builder
Blueprint<Kingmaker.Blueprints.BlueprintCharacterClassReference> characterClass

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.

Blueprint<Kingmaker.Blueprints.BlueprintCharacterClassGroupReference> characterClassGroup

Blueprint of type BlueprintCharacterClassGroup. 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> checkGroup
System.Boolean negate
Returns
Type Description
ConditionsBuilder
Remarks

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PlayerTopClassIs(ConditionsBuilder, Blueprint<BlueprintCharacterClassReference>, Blueprint<BlueprintCharacterClassGroupReference>, Nullable<Boolean>, Boolean)

Adds PlayerTopClassIs(ConditionsBuilder, Blueprint<BlueprintCharacterClassReference>, Blueprint<BlueprintCharacterClassGroupReference>, Nullable<Boolean>, Boolean)

Declaration
public static ConditionsBuilder PlayerTopClassIs(this ConditionsBuilder builder, Blueprint<BlueprintCharacterClassReference> characterClass = null, Blueprint<BlueprintCharacterClassGroupReference> characterClassGroup = null, bool? checkGroup = null, bool negate = false)
Parameters
Type Name Description
ConditionsBuilder builder
Blueprint<Kingmaker.Blueprints.BlueprintCharacterClassReference> characterClass

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.

Blueprint<Kingmaker.Blueprints.BlueprintCharacterClassGroupReference> characterClassGroup

Blueprint of type BlueprintCharacterClassGroup. 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> checkGroup
System.Boolean negate
Returns
Type Description
ConditionsBuilder
Remarks

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QuestStatus(ConditionsBuilder, Boolean, Blueprint<BlueprintQuestReference>, Nullable<QuestState>)

Adds QuestStatus(ConditionsBuilder, Boolean, Blueprint<BlueprintQuestReference>, Nullable<QuestState>)

Declaration
public static ConditionsBuilder QuestStatus(this ConditionsBuilder builder, bool negate = false, Blueprint<BlueprintQuestReference> quest = null, QuestState? state = null)
Parameters
Type Name Description
ConditionsBuilder builder
System.Boolean negate
Blueprint<Kingmaker.Blueprints.BlueprintQuestReference> quest

Blueprint of type BlueprintQuest. 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<Kingmaker.AreaLogic.QuestSystem.QuestState> state
Returns
Type Description
ConditionsBuilder
Remarks

ComponentName: Condition/QuestStatus

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