Class ConditionsBuilderStoryEx
Extension to ConditionsBuilder for conditions related to the story such as companion stories, quests, name changes, and etudes.
Inheritance
System.Object
ConditionsBuilderStoryEx
Assembly: BlueprintCore.dll
Syntax
public static class ConditionsBuilderStoryEx
Methods
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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 |
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System.Nullable<Kingmaker.Enums.AlignmentComponent> |
alignment |
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System.Boolean |
negate |
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Returns
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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 |
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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.
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System.Boolean |
negate |
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Returns
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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 |
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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.
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System.Nullable<System.Boolean> |
currentDialog |
Tooltip: Only check shown answer lists in current dialog instance. By default whole game history matters.
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System.Boolean |
negate |
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Returns
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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 |
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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.
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System.Nullable<System.Boolean> |
currentDialog |
Tooltip: Only check selected answers in current dialog instance. By default whole game history matters.
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System.Boolean |
negate |
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Returns
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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 |
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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.
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System.Boolean |
negate |
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Returns
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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 |
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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.
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System.Boolean |
negate |
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Returns
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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 |
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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.
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System.Boolean |
negate |
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Returns
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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 |
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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.
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System.Boolean |
negate |
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Returns
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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 |
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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.
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System.Boolean |
negate |
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Returns
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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 |
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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.
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System.Nullable<System.Boolean> |
currentDialog |
Tooltip: Only check shown cues in current dialog instance. By default whole game history matters.
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System.Boolean |
negate |
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Returns
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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 |
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System.Nullable<System.Int32> |
chapter |
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System.Boolean |
negate |
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Returns
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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 |
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System.Nullable<System.Int32> |
day |
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System.Boolean |
negate |
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Returns
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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 |
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System.Nullable<System.DayOfWeek> |
day |
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System.Boolean |
negate |
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Returns
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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 |
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System.Boolean |
negate |
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System.Nullable<Kingmaker.AreaLogic.TimeOfDay> |
time |
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Returns
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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 |
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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.
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System.Boolean |
negate |
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Returns
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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 |
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System.Nullable<System.Boolean> |
completed |
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System.Nullable<System.Boolean> |
completionInProgress |
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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.
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System.Boolean |
negate |
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System.Nullable<System.Boolean> |
notStarted |
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System.Nullable<System.Boolean> |
playing |
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System.Nullable<System.Boolean> |
started |
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Returns
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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.
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System.Nullable<System.Int32> |
maxValue |
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System.Nullable<System.Int32> |
minValue |
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System.Boolean |
negate |
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Returns
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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 |
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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.
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System.Nullable<System.Boolean> |
exceptSpecifiedValues |
Tooltip: False - white list. True - black list
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System.Boolean |
negate |
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System.Collections.Generic.List<System.Int32> |
specifiedValues |
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Returns
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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 |
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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.
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System.Boolean |
negate |
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Returns
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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 |
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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.
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System.Boolean |
negate |
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Returns
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IsLegendPathSelected(ConditionsBuilder, Boolean)
Declaration
public static ConditionsBuilder IsLegendPathSelected(this ConditionsBuilder builder, bool negate = false)
Parameters
Returns
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MonthFromList(ConditionsBuilder, Int32[], Boolean)
Declaration
public static ConditionsBuilder MonthFromList(this ConditionsBuilder builder, int[] months = null, bool negate = false)
Parameters
Type |
Name |
Description |
ConditionsBuilder |
builder |
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System.Int32[] |
months |
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System.Boolean |
negate |
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Returns
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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 |
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System.Boolean |
negate |
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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.
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System.Nullable<Kingmaker.AreaLogic.QuestSystem.QuestObjectiveState> |
state |
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Returns
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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 |
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System.Nullable<Kingmaker.UnitLogic.Alignments.AlignmentMaskType> |
alignment |
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System.Boolean |
negate |
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Returns
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PlayerHasNoCharactersOnRoster(ConditionsBuilder, Boolean)
Declaration
public static ConditionsBuilder PlayerHasNoCharactersOnRoster(this ConditionsBuilder builder, bool negate = false)
Parameters
Returns
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PlayerHasRecruitsOnRoster(ConditionsBuilder, Boolean)
Declaration
public static ConditionsBuilder PlayerHasRecruitsOnRoster(this ConditionsBuilder builder, bool negate = false)
Parameters
Returns
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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.
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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.
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System.Nullable<System.Boolean> |
checkGroup |
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System.Boolean |
negate |
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Returns
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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.
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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.
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System.Nullable<System.Boolean> |
checkGroup |
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System.Boolean |
negate |
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Returns
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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 |
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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.
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System.Nullable<Kingmaker.AreaLogic.QuestSystem.QuestState> |
state |
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Returns