#nullable enable
Kiln.AIBlock
Kiln.AIBlock.<Clone>$() -> Kiln.AIBlock!
Kiln.AIBlock.AIBlock() -> void
Kiln.AIBlock.Aggro.get -> double?
Kiln.AIBlock.Aggro.init -> void
Kiln.AIBlock.CallsForHelp.get -> bool?
Kiln.AIBlock.CallsForHelp.init -> void
Kiln.AIBlock.Disable.get -> Kiln.EnemyFeatures?
Kiln.AIBlock.Disable.init -> void
Kiln.AIBlock.Enable.get -> Kiln.EnemyFeatures?
Kiln.AIBlock.Enable.init -> void
Kiln.AIBlock.Equals(Kiln.AIBlock? other) -> bool
Kiln.AIBlock.Faction.get -> Kiln.Faction?
Kiln.AIBlock.Faction.init -> void
Kiln.AIBlock.Fights.get -> bool?
Kiln.AIBlock.Fights.init -> void
Kiln.AIBlock.Flee.get -> Kiln.FleeBlock?
Kiln.AIBlock.Flee.init -> void
Kiln.AIBlock.Hearing.get -> double?
Kiln.AIBlock.Hearing.init -> void
Kiln.AIBlock.Hears.get -> bool?
Kiln.AIBlock.Hears.init -> void
Kiln.AIBlock.HelpRadius.get -> double?
Kiln.AIBlock.HelpRadius.init -> void
Kiln.AIBlock.Key.get -> string!
Kiln.AIBlock.Key.init -> void
Kiln.AIBlock.Leash.get -> double?
Kiln.AIBlock.Leash.init -> void
Kiln.AIBlock.Like.get -> string?
Kiln.AIBlock.Like.init -> void
Kiln.AIBlock.Moves.get -> bool?
Kiln.AIBlock.Moves.init -> void
Kiln.AIBlock.NightSight.get -> double?
Kiln.AIBlock.NightSight.init -> void
Kiln.AIBlock.PickEvery.get -> double?
Kiln.AIBlock.PickEvery.init -> void
Kiln.AIBlock.PickTarget.get -> System.Func<Kiln.NpcView!, Kiln.EntityId>?
Kiln.AIBlock.PickTarget.init -> void
Kiln.AIBlock.PickTargetName.get -> string?
Kiln.AIBlock.PickTargetName.init -> void
Kiln.AIBlock.Relations.get -> System.Collections.Generic.IDictionary<Kiln.Faction, Kiln.Relation>?
Kiln.AIBlock.Relations.init -> void
Kiln.AIBlock.ReturnsHome.get -> bool?
Kiln.AIBlock.ReturnsHome.init -> void
Kiln.AIBlock.Roam.get -> Kiln.RoamBlock?
Kiln.AIBlock.Roam.init -> void
Kiln.AIBlock.SenseEvery.get -> double?
Kiln.AIBlock.SenseEvery.init -> void
Kiln.AIBlock.SenseFilter.get -> System.Func<Kiln.NpcView!, Kiln.EntityId, bool>?
Kiln.AIBlock.SenseFilter.init -> void
Kiln.AIBlock.SenseFilterName.get -> string?
Kiln.AIBlock.SenseFilterName.init -> void
Kiln.AIBlock.Sight.get -> double?
Kiln.AIBlock.Sight.init -> void
Kiln.AIBlock.SightAngle.get -> double?
Kiln.AIBlock.SightAngle.init -> void
Kiln.AIBlock.Template.get -> string?
Kiln.AIBlock.Template.init -> void
Kiln.AIBlock.Threat.get -> double?
Kiln.AIBlock.Threat.init -> void
Kiln.AIBlock.Tune.get -> System.Collections.Generic.IDictionary<string!, string!>?
Kiln.AIBlock.Tune.init -> void
Kiln.AIs
Kiln.AbilityBlock
Kiln.AbilityBlock.<Clone>$() -> Kiln.AbilityBlock!
Kiln.AbilityBlock.AbilityBlock() -> void
Kiln.AbilityBlock.Aim.get -> Kiln.AbilityTargeting
Kiln.AbilityBlock.Aim.init -> void
Kiln.AbilityBlock.Cast.get -> Kiln.CastBlock?
Kiln.AbilityBlock.Cast.init -> void
Kiln.AbilityBlock.Command.get -> string?
Kiln.AbilityBlock.Command.init -> void
Kiln.AbilityBlock.Cooldown.get -> double
Kiln.AbilityBlock.Cooldown.init -> void
Kiln.AbilityBlock.Delivery.get -> Kiln.IDeliveryBlock?
Kiln.AbilityBlock.Delivery.init -> void
Kiln.AbilityBlock.Description.get -> string?
Kiln.AbilityBlock.Description.init -> void
Kiln.AbilityBlock.Equals(Kiln.AbilityBlock? other) -> bool
Kiln.AbilityBlock.Item.get -> Kiln.ItemBlock?
Kiln.AbilityBlock.Item.init -> void
Kiln.AbilityBlock.Key.get -> string?
Kiln.AbilityBlock.Key.init -> void
Kiln.AbilityBlock.Name.get -> string!
Kiln.AbilityBlock.Name.init -> void
Kiln.AbilityBlock.OnCast.get -> System.Collections.Generic.IReadOnlyList<Kiln.EffectRef!>?
Kiln.AbilityBlock.OnCast.init -> void
Kiln.AbilityBlock.PlayersOnly.get -> bool
Kiln.AbilityBlock.PlayersOnly.init -> void
Kiln.AbilityBlock.Range.get -> double
Kiln.AbilityBlock.Range.init -> void
Kiln.AbilityBlock.SpecialCost.get -> int
Kiln.AbilityBlock.SpecialCost.init -> void
Kiln.AbilityBlock.Was.get -> string?
Kiln.AbilityBlock.Was.init -> void
Kiln.AbilityRef
Kiln.AbilityRef.AbilityRef() -> void
Kiln.AbilityRef.AbilityRef(string! Value) -> void
Kiln.AbilityRef.Deconstruct(out string! Value) -> void
Kiln.AbilityRef.Equals(Kiln.AbilityRef other) -> bool
Kiln.AbilityRef.Value.get -> string!
Kiln.AbilityRef.Value.init -> void
Kiln.ActionBlock
Kiln.ActionBlock.<Clone>$() -> Kiln.ActionBlock!
Kiln.ActionBlock.ActionBlock() -> void
Kiln.ActionBlock.Advance.get -> string?
Kiln.ActionBlock.Advance.init -> void
Kiln.ActionBlock.Amount.get -> int
Kiln.ActionBlock.Amount.init -> void
Kiln.ActionBlock.At.get -> double[]?
Kiln.ActionBlock.At.init -> void
Kiln.ActionBlock.BindNpc.get -> string?
Kiln.ActionBlock.BindNpc.init -> void
Kiln.ActionBlock.Call.get -> string?
Kiln.ActionBlock.Call.init -> void
Kiln.ActionBlock.Chat.get -> Kiln.UiText?
Kiln.ActionBlock.Chat.init -> void
Kiln.ActionBlock.Complete.get -> string?
Kiln.ActionBlock.Complete.init -> void
Kiln.ActionBlock.Count.get -> int
Kiln.ActionBlock.Count.init -> void
Kiln.ActionBlock.Despawn.get -> string?
Kiln.ActionBlock.Despawn.init -> void
Kiln.ActionBlock.Equals(Kiln.ActionBlock? other) -> bool
Kiln.ActionBlock.Exact.get -> bool
Kiln.ActionBlock.Exact.init -> void
Kiln.ActionBlock.Fail.get -> string?
Kiln.ActionBlock.Fail.init -> void
Kiln.ActionBlock.Flag.get -> int?
Kiln.ActionBlock.Flag.init -> void
Kiln.ActionBlock.Force.get -> bool
Kiln.ActionBlock.Force.init -> void
Kiln.ActionBlock.Item.get -> Kiln.ItemRef?
Kiln.ActionBlock.Item.init -> void
Kiln.ActionBlock.Knowledge.get -> string?
Kiln.ActionBlock.Knowledge.init -> void
Kiln.ActionBlock.Node.get -> string?
Kiln.ActionBlock.Node.init -> void
Kiln.ActionBlock.Offset.get -> double[]?
Kiln.ActionBlock.Offset.init -> void
Kiln.ActionBlock.Reset.get -> string?
Kiln.ActionBlock.Reset.init -> void
Kiln.ActionBlock.Revoke.get -> string?
Kiln.ActionBlock.Revoke.init -> void
Kiln.ActionBlock.Signal.get -> string?
Kiln.ActionBlock.Signal.init -> void
Kiln.ActionBlock.Spawn.get -> Kiln.TemplateRef?
Kiln.ActionBlock.Spawn.init -> void
Kiln.ActionBlock.Start.get -> string?
Kiln.ActionBlock.Start.init -> void
Kiln.ActionBlock.Tag.get -> string?
Kiln.ActionBlock.Tag.init -> void
Kiln.ActionBlock.Take.get -> Kiln.ItemRef?
Kiln.ActionBlock.Take.init -> void
Kiln.ActionBlock.Talk.get -> string?
Kiln.ActionBlock.Talk.init -> void
Kiln.ActionBlock.Target.get -> string?
Kiln.ActionBlock.Target.init -> void
Kiln.ActionBlock.Teleport.get -> double[]?
Kiln.ActionBlock.Teleport.init -> void
Kiln.ActionBlock.Transient.get -> bool
Kiln.ActionBlock.Transient.init -> void
Kiln.ActionBlock.Value.get -> uint?
Kiln.ActionBlock.Value.init -> void
Kiln.ActionBlock.Xp.get -> uint?
Kiln.ActionBlock.Xp.init -> void
Kiln.ActionBlock.Yaw.get -> double?
Kiln.ActionBlock.Yaw.init -> void
Kiln.AiRulesApi
Kiln.AiRulesApi.extension(Kiln.Act!)
Kiln.AiRulesApi.extension(Kiln.Blocks!)
Kiln.AiRulesApi.extension(Kiln.Is!)
Kiln.AiStats
Kiln.AmmoBlock
Kiln.AmmoBlock.<Clone>$() -> Kiln.AmmoBlock!
Kiln.AmmoBlock.AmmoBlock() -> void
Kiln.AmmoBlock.Damage.get -> Kiln.DamageBlock?
Kiln.AmmoBlock.Damage.init -> void
Kiln.AmmoBlock.Delivery.get -> Kiln.IDeliveryBlock?
Kiln.AmmoBlock.Delivery.init -> void
Kiln.AmmoBlock.Equals(Kiln.AmmoBlock? other) -> bool
Kiln.AmmoBlock.Power.get -> int?
Kiln.AmmoBlock.Power.init -> void
Kiln.AnimState
Kiln.AnimState.AnimState(string! name) -> void
Kiln.AnimState.Equals(Kiln.AnimState? other) -> bool
Kiln.AnimState.Name.get -> string!
Kiln.AnimationBlock
Kiln.AnimationBlock.<Clone>$() -> Kiln.AnimationBlock!
Kiln.AnimationBlock.AnimationBlock() -> void
Kiln.AnimationBlock.Clips.get -> string?
Kiln.AnimationBlock.Clips.init -> void
Kiln.AnimationBlock.Dead.get -> Kiln.Clip?
Kiln.AnimationBlock.Dead.init -> void
Kiln.AnimationBlock.Equals(Kiln.AnimationBlock? other) -> bool
Kiln.AnimationBlock.Fall.get -> Kiln.Clip?
Kiln.AnimationBlock.Fall.init -> void
Kiln.AnimationBlock.Hit.get -> Kiln.Clip?
Kiln.AnimationBlock.Hit.init -> void
Kiln.AnimationBlock.Idle.get -> Kiln.Clip?
Kiln.AnimationBlock.Idle.init -> void
Kiln.AnimationBlock.IdleCombat.get -> Kiln.Clip?
Kiln.AnimationBlock.IdleCombat.init -> void
Kiln.AnimationBlock.IdleSneak.get -> Kiln.Clip?
Kiln.AnimationBlock.IdleSneak.init -> void
Kiln.AnimationBlock.Key.get -> string!
Kiln.AnimationBlock.Key.init -> void
Kiln.AnimationBlock.Layers.get -> System.Collections.Generic.IReadOnlyList<Kiln.LayerBlock!>?
Kiln.AnimationBlock.Layers.init -> void
Kiln.AnimationBlock.Like.get -> string?
Kiln.AnimationBlock.Like.init -> void
Kiln.AnimationBlock.Retarget.get -> Kiln.RetargetBlock?
Kiln.AnimationBlock.Retarget.init -> void
Kiln.AnimationBlock.Run.get -> Kiln.Clip?
Kiln.AnimationBlock.Run.init -> void
Kiln.AnimationBlock.Skeleton.get -> string?
Kiln.AnimationBlock.Skeleton.init -> void
Kiln.AnimationBlock.Sneak.get -> Kiln.Clip?
Kiln.AnimationBlock.Sneak.init -> void
Kiln.AnimationBlock.Sprint.get -> Kiln.Clip?
Kiln.AnimationBlock.Sprint.init -> void
Kiln.AnimationBlock.Stagger.get -> Kiln.Clip?
Kiln.AnimationBlock.Stagger.init -> void
Kiln.AnimationBlock.States.get -> System.Collections.Generic.IDictionary<Kiln.AnimState!, Kiln.Clip!>!
Kiln.AnimationBlock.States.init -> void
Kiln.AnimationBlock.Stun.get -> Kiln.Clip?
Kiln.AnimationBlock.Stun.init -> void
Kiln.AnimationBlock.Template.get -> string?
Kiln.AnimationBlock.Template.init -> void
Kiln.AnimationBlock.Walk.get -> Kiln.Clip?
Kiln.AnimationBlock.Walk.init -> void
Kiln.Animations
Kiln.AreaAffects
Kiln.AreaAffects.Enemies = 0 -> Kiln.AreaAffects
Kiln.AreaAffects.Friends = 1 -> Kiln.AreaAffects
Kiln.AreaBlock
Kiln.AreaBlock.<Clone>$() -> Kiln.AreaBlock!
Kiln.AreaBlock.Affects.get -> Kiln.AreaAffects
Kiln.AreaBlock.Affects.init -> void
Kiln.AreaBlock.AreaBlock() -> void
Kiln.AreaBlock.Effects.get -> System.Collections.Generic.IReadOnlyList<Kiln.EffectRef!>!
Kiln.AreaBlock.Effects.init -> void
Kiln.AreaBlock.Equals(Kiln.AreaBlock? other) -> bool
Kiln.AreaBlock.Radius.get -> float
Kiln.AreaBlock.Radius.init -> void
Kiln.AreaBlock.Vfx.get -> Kiln.VfxRef?
Kiln.AreaBlock.Vfx.init -> void
Kiln.ArmorBlock
Kiln.ArmorBlock.<Clone>$() -> Kiln.ArmorBlock!
Kiln.ArmorBlock.ArmorBlock() -> void
Kiln.ArmorBlock.Description.get -> string?
Kiln.ArmorBlock.Description.init -> void
Kiln.ArmorBlock.Equals(Kiln.ArmorBlock? other) -> bool
Kiln.ArmorBlock.Look.get -> Kiln.PartRef<Kiln.WornLook!>?
Kiln.ArmorBlock.Look.init -> void
Kiln.ArmorBlock.Loot.get -> Kiln.LootBlock?
Kiln.ArmorBlock.Loot.init -> void
Kiln.ArmorBlock.Name.get -> string!
Kiln.ArmorBlock.Name.init -> void
Kiln.ArmorBlock.OnHitTaken.get -> Kiln.HitsRef?
Kiln.ArmorBlock.OnHitTaken.init -> void
Kiln.ArmorBlock.Perks.get -> System.Collections.Generic.IReadOnlyList<Kiln.PerkRef>?
Kiln.ArmorBlock.Perks.init -> void
Kiln.ArmorBlock.Recipe.get -> Kiln.RecipeBlock?
Kiln.ArmorBlock.Recipe.init -> void
Kiln.ArmorBlock.Set.get -> Kiln.PartRef<Kiln.ArmorSet!>?
Kiln.ArmorBlock.Set.init -> void
Kiln.ArmorBlock.Slot.get -> Kiln.PartRef<Kiln.ArmorSlot!>!
Kiln.ArmorBlock.Slot.init -> void
Kiln.ArmorBlock.Source.get -> string?
Kiln.ArmorBlock.Source.init -> void
Kiln.ArmorBlock.Stats.get -> Kiln.PartRef<Kiln.ArmorStats!>?
Kiln.ArmorBlock.Stats.init -> void
Kiln.ArmorBlock.Tweak.get -> Kiln.FieldValues!
Kiln.ArmorBlock.Tweak.init -> void
Kiln.ArmorBlock.Visual.get -> Kiln.PartRef<Kiln.VisualBlock!>?
Kiln.ArmorBlock.Visual.init -> void
Kiln.ArmorBlock.Was.get -> string?
Kiln.ArmorBlock.Was.init -> void
Kiln.ArmorLook
Kiln.ArmorLook.Name.get -> string?
Kiln.ArmorLook.Visual.get -> Kiln.PartRef<Kiln.VisualBlock!>?
Kiln.ArmorLook.Worn.get -> Kiln.PartRef<Kiln.WornLook!>?
Kiln.ArmorResist
Kiln.ArmorResist.<Clone>$() -> Kiln.ArmorResist!
Kiln.ArmorResist.ArmorResist() -> void
Kiln.ArmorResist.Blunt.get -> int
Kiln.ArmorResist.Blunt.init -> void
Kiln.ArmorResist.Cut.get -> int
Kiln.ArmorResist.Cut.init -> void
Kiln.ArmorResist.Equals(Kiln.ArmorResist? other) -> bool
Kiln.ArmorResist.Fire.get -> int
Kiln.ArmorResist.Fire.init -> void
Kiln.ArmorResist.Ice.get -> int
Kiln.ArmorResist.Ice.init -> void
Kiln.ArmorResist.Lightning.get -> int
Kiln.ArmorResist.Lightning.init -> void
Kiln.ArmorResist.Pierce.get -> int
Kiln.ArmorResist.Pierce.init -> void
Kiln.ArmorResist.Shroud.get -> int
Kiln.ArmorResist.Shroud.init -> void
Kiln.ArmorSet
Kiln.ArmorSet.<Clone>$() -> Kiln.ArmorSet!
Kiln.ArmorSet.ArmorSet() -> void
Kiln.ArmorSet.Arms.get -> Kiln.ArmorLook?
Kiln.ArmorSet.Arms.init -> void
Kiln.ArmorSet.Chest.get -> Kiln.ArmorLook?
Kiln.ArmorSet.Chest.init -> void
Kiln.ArmorSet.Equals(Kiln.ArmorSet? other) -> bool
Kiln.ArmorSet.Feet.get -> Kiln.ArmorLook?
Kiln.ArmorSet.Feet.init -> void
Kiln.ArmorSet.Head.get -> Kiln.ArmorLook?
Kiln.ArmorSet.Head.init -> void
Kiln.ArmorSet.Key.get -> string!
Kiln.ArmorSet.Key.init -> void
Kiln.ArmorSet.Legs.get -> Kiln.ArmorLook?
Kiln.ArmorSet.Legs.init -> void
Kiln.ArmorSlot
Kiln.ArmorSlot.<Clone>$() -> Kiln.ArmorSlot!
Kiln.ArmorSlot.ArmorSlot() -> void
Kiln.ArmorSlot.Equals(Kiln.ArmorSlot? other) -> bool
Kiln.ArmorSlot.Key.get -> string!
Kiln.ArmorSlot.Key.init -> void
Kiln.ArmorSlot.Like.get -> string?
Kiln.ArmorSlot.Like.init -> void
Kiln.ArmorSlot.Stats.get -> Kiln.PartRef<Kiln.ArmorStats!>?
Kiln.ArmorSlot.Stats.init -> void
Kiln.ArmorSlot.Visual.get -> Kiln.PartRef<Kiln.VisualBlock!>?
Kiln.ArmorSlot.Visual.init -> void
Kiln.ArmorStats
Kiln.ArmorStats.<Clone>$() -> Kiln.ArmorStats!
Kiln.ArmorStats.ArmorStats() -> void
Kiln.ArmorStats.Bonus.get -> System.Collections.Generic.IDictionary<Kiln.EquipBonus!, double>?
Kiln.ArmorStats.Bonus.init -> void
Kiln.ArmorStats.Equals(Kiln.ArmorStats? other) -> bool
Kiln.ArmorStats.Level.get -> int
Kiln.ArmorStats.Level.init -> void
Kiln.ArmorStats.Magical.get -> int?
Kiln.ArmorStats.Magical.init -> void
Kiln.ArmorStats.Physical.get -> int?
Kiln.ArmorStats.Physical.init -> void
Kiln.ArmorStats.Rarity.get -> Kiln.Rarity
Kiln.ArmorStats.Rarity.init -> void
Kiln.ArmorStats.Resist.get -> Kiln.ArmorResist?
Kiln.ArmorStats.Resist.init -> void
Kiln.AroundBlock
Kiln.AroundBlock.Affects.get -> Kiln.AreaAffects
Kiln.AroundBlock.Affects.init -> void
Kiln.AroundBlock.AroundBlock() -> void
Kiln.AroundBlock.Effects.get -> System.Collections.Generic.IReadOnlyList<Kiln.EffectRef!>!
Kiln.AroundBlock.Effects.init -> void
Kiln.AroundBlock.Equals(Kiln.AroundBlock? other) -> bool
Kiln.AroundBlock.Radius.get -> float
Kiln.AroundBlock.Radius.init -> void
Kiln.AttackBlock
Kiln.AttackBlock.<Clone>$() -> Kiln.AttackBlock!
Kiln.AttackBlock.Angle.get -> double
Kiln.AttackBlock.Angle.init -> void
Kiln.AttackBlock.AttackBlock() -> void
Kiln.AttackBlock.Chance.get -> double?
Kiln.AttackBlock.Chance.init -> void
Kiln.AttackBlock.Cooldown.get -> double?
Kiln.AttackBlock.Cooldown.init -> void
Kiln.AttackBlock.Delivery.get -> Kiln.IDeliveryBlock?
Kiln.AttackBlock.Delivery.init -> void
Kiln.AttackBlock.Equals(Kiln.AttackBlock? other) -> bool
Kiln.AttackBlock.HitAt.get -> double
Kiln.AttackBlock.HitAt.init -> void
Kiln.AttackBlock.Length.get -> double?
Kiln.AttackBlock.Length.init -> void
Kiln.AttackBlock.MinRange.get -> double?
Kiln.AttackBlock.MinRange.init -> void
Kiln.AttackBlock.Name.get -> string?
Kiln.AttackBlock.Name.init -> void
Kiln.AttackBlock.OnHit.get -> System.Collections.Generic.IReadOnlyList<Kiln.EffectRef!>?
Kiln.AttackBlock.OnHit.init -> void
Kiln.AttackBlock.Plays.get -> Kiln.AnimState?
Kiln.AttackBlock.Plays.init -> void
Kiln.AttackBlock.Range.get -> double
Kiln.AttackBlock.Range.init -> void
Kiln.AttackBlock.Sequence.get -> System.Guid?
Kiln.AttackBlock.Sequence.init -> void
Kiln.AttackBlock.Style.get -> System.Collections.Generic.IReadOnlyList<Kiln.AttackStyle>?
Kiln.AttackBlock.Style.init -> void
Kiln.AttackStyle
Kiln.AttackStyle.CounterAttack = 2 -> Kiln.AttackStyle
Kiln.AttackStyle.Flanking = 8 -> Kiln.AttackStyle
Kiln.AttackStyle.IgnoreThreat = 7 -> Kiln.AttackStyle
Kiln.AttackStyle.Initiate = 5 -> Kiln.AttackStyle
Kiln.AttackStyle.InitiateFollowUp = 6 -> Kiln.AttackStyle
Kiln.AttackStyle.Normal = 0 -> Kiln.AttackStyle
Kiln.AttackStyle.Retaliate = 1 -> Kiln.AttackStyle
Kiln.AttackStyle.Special = 4 -> Kiln.AttackStyle
Kiln.AttackStyle.StunBreak = 3 -> Kiln.AttackStyle
Kiln.Barber
Kiln.BeamBlock
Kiln.BeamBlock.Affects.get -> Kiln.AreaAffects
Kiln.BeamBlock.Affects.init -> void
Kiln.BeamBlock.BeamBlock() -> void
Kiln.BeamBlock.Effects.get -> System.Collections.Generic.IReadOnlyList<Kiln.EffectRef!>!
Kiln.BeamBlock.Effects.init -> void
Kiln.BeamBlock.Equals(Kiln.BeamBlock? other) -> bool
Kiln.BeamBlock.Range.get -> float
Kiln.BeamBlock.Range.init -> void
Kiln.BeamBlock.Seconds.get -> double
Kiln.BeamBlock.Seconds.init -> void
Kiln.BeamBlock.TickEvery.get -> double
Kiln.BeamBlock.TickEvery.init -> void
Kiln.BeamBlock.Width.get -> float
Kiln.BeamBlock.Width.init -> void
Kiln.BeardBlock
Kiln.BeardBlock.<Clone>$() -> Kiln.BeardBlock!
Kiln.BeardBlock.BeardBlock() -> void
Kiln.BeardBlock.Description.get -> string?
Kiln.BeardBlock.Description.init -> void
Kiln.BeardBlock.Equals(Kiln.BeardBlock? other) -> bool
Kiln.BeardBlock.Look.get -> Kiln.PartRef<Kiln.WornLook!>!
Kiln.BeardBlock.Look.init -> void
Kiln.BeardBlock.Name.get -> string!
Kiln.BeardBlock.Name.init -> void
Kiln.BeardBlock.Tweak.get -> Kiln.FieldValues!
Kiln.BeardBlock.Tweak.init -> void
Kiln.BeardBlock.Was.get -> string?
Kiln.BeardBlock.Was.init -> void
Kiln.BedBlock
Kiln.BedBlock.BedBlock() -> void
Kiln.BedBlock.Equals(Kiln.BedBlock? other) -> bool
Kiln.BedBlock.Lies.get -> Kiln.SpotBlock?
Kiln.BedBlock.Lies.init -> void
Kiln.BedBlock.SkipsNight.get -> bool
Kiln.BedBlock.SkipsNight.init -> void
Kiln.BedBlock.SpawnPoint.get -> bool
Kiln.BedBlock.SpawnPoint.init -> void
Kiln.BehaviourBlock
Kiln.BehaviourBlock.<Clone>$() -> Kiln.BehaviourBlock!
Kiln.BehaviourBlock.Attacks.get -> System.Collections.Generic.IReadOnlyList<Kiln.PartRef<Kiln.AttackBlock!>!>?
Kiln.BehaviourBlock.Attacks.init -> void
Kiln.BehaviourBlock.BehaviourBlock() -> void
Kiln.BehaviourBlock.Brain.get -> System.Func<Kiln.NpcBrain!>?
Kiln.BehaviourBlock.Brain.init -> void
Kiln.BehaviourBlock.BrainName.get -> string?
Kiln.BehaviourBlock.BrainName.init -> void
Kiln.BehaviourBlock.Equals(Kiln.BehaviourBlock? other) -> bool
Kiln.BehaviourBlock.Key.get -> string!
Kiln.BehaviourBlock.Key.init -> void
Kiln.BehaviourBlock.Like.get -> string?
Kiln.BehaviourBlock.Like.init -> void
Kiln.BehaviourBlock.Phases.get -> System.Collections.Generic.IReadOnlyList<string!>?
Kiln.BehaviourBlock.Phases.init -> void
Kiln.BehaviourBlock.PickAttack.get -> System.Func<Kiln.NpcView!, string?>?
Kiln.BehaviourBlock.PickAttack.init -> void
Kiln.BehaviourBlock.PickAttackName.get -> string?
Kiln.BehaviourBlock.PickAttackName.init -> void
Kiln.BehaviourBlock.PickEvery.get -> double?
Kiln.BehaviourBlock.PickEvery.init -> void
Kiln.BehaviourBlock.Rules.get -> System.Collections.Generic.IReadOnlyList<Kiln.PartRef<Kiln.RuleBlock!>!>?
Kiln.BehaviourBlock.Rules.init -> void
Kiln.BehaviourBlock.Template.get -> string?
Kiln.BehaviourBlock.Template.init -> void
Kiln.Behaviours
Kiln.Blend
Kiln.Blend.Additive = 1 -> Kiln.Blend
Kiln.Blend.Alpha = 0 -> Kiln.Blend
Kiln.BlendSpace
Kiln.BlendSpace.<Clone>$() -> Kiln.BlendSpace!
Kiln.BlendSpace.BlendSpace() -> void
Kiln.BlendSpace.Circular.get -> bool?
Kiln.BlendSpace.Circular.init -> void
Kiln.BlendSpace.Clips.get -> System.Collections.Generic.IDictionary<string!, string!>!
Kiln.BlendSpace.Clips.init -> void
Kiln.BlendSpace.Equals(Kiln.BlendSpace? other) -> bool
Kiln.BlendSpace.Input.get -> string!
Kiln.BlendSpace.Input.init -> void
Kiln.Blends
Kiln.BlockClientsAttribute
Kiln.BlockClientsAttribute.BlockClientsAttribute(Kiln.ClientsLevel level) -> void
Kiln.BlockClientsAttribute.Level.get -> Kiln.ClientsLevel
Kiln.BlockError
Kiln.BlockError.Block.get -> string!
Kiln.BlockError.BlockError(string! block, string? field, string! problem) -> void
Kiln.BlockError.Field.get -> string?
Kiln.BlockError.Problem.get -> string!
Kiln.BlockHandle
Kiln.BlockHandle.GameName.get -> string!
Kiln.BlockHandle.Guid.get -> System.Guid
Kiln.BlockHandle.Id.get -> uint
Kiln.BlockHandle.Mod.get -> string!
Kiln.BlockHandle.Name.get -> string!
Kiln.BlockHandle<T>
Kiln.BlockHandle<T>.Block.get -> T!
Kiln.BlockIds
Kiln.Blocks
Kiln.BlueprintBlock
Kiln.BlueprintBlock.<Clone>$() -> Kiln.BlueprintBlock!
Kiln.BlueprintBlock.BlueprintBlock() -> void
Kiln.BlueprintBlock.Cells.get -> System.Collections.Generic.IReadOnlyList<System.Collections.Generic.IReadOnlyList<string!>!>!
Kiln.BlueprintBlock.Cells.init -> void
Kiln.BlueprintBlock.Cost.get -> int?
Kiln.BlueprintBlock.Cost.init -> void
Kiln.BlueprintBlock.Description.get -> string?
Kiln.BlueprintBlock.Description.init -> void
Kiln.BlueprintBlock.Equals(Kiln.BlueprintBlock? other) -> bool
Kiln.BlueprintBlock.Name.get -> string!
Kiln.BlueprintBlock.Name.init -> void
Kiln.BlueprintBlock.Recipe.get -> Kiln.RecipeBlock?
Kiln.BlueprintBlock.Recipe.init -> void
Kiln.BlueprintBlock.Roof.get -> bool
Kiln.BlueprintBlock.Roof.init -> void
Kiln.BlueprintBlock.Tweak.get -> Kiln.FieldValues!
Kiln.BlueprintBlock.Tweak.init -> void
Kiln.BlueprintBlock.Was.get -> string?
Kiln.BlueprintBlock.Was.init -> void
Kiln.Bodies
Kiln.BodyBlock
Kiln.BodyBlock.<Clone>$() -> Kiln.BodyBlock!
Kiln.BodyBlock.BodyBlock() -> void
Kiln.BodyBlock.Colliders.get -> System.Collections.Generic.IReadOnlyList<Kiln.ColliderBlock!>?
Kiln.BodyBlock.Colliders.init -> void
Kiln.BodyBlock.Equals(Kiln.BodyBlock? other) -> bool
Kiln.BodyBlock.Key.get -> string!
Kiln.BodyBlock.Key.init -> void
Kiln.BodyBlock.Like.get -> string?
Kiln.BodyBlock.Like.init -> void
Kiln.BodyBlock.Model.get -> string?
Kiln.BodyBlock.Model.init -> void
Kiln.BodyBlock.Scale.get -> double?
Kiln.BodyBlock.Scale.init -> void
Kiln.BodyBlock.Size.get -> Kiln.BodySize?
Kiln.BodyBlock.Size.init -> void
Kiln.BodyBlock.Skeleton.get -> string?
Kiln.BodyBlock.Skeleton.init -> void
Kiln.BodyBlock.Slots.get -> System.Collections.Generic.IDictionary<Kiln.Slot, string!>?
Kiln.BodyBlock.Slots.init -> void
Kiln.BodyBlock.Template.get -> string?
Kiln.BodyBlock.Template.init -> void
Kiln.BodyBlock.Tool.get -> string?
Kiln.BodyBlock.Tool.init -> void
Kiln.BodyBlock.Workshop.get -> string?
Kiln.BodyBlock.Workshop.init -> void
Kiln.BodyPart
Kiln.BodyPart.ArmorArms = 17 -> Kiln.BodyPart
Kiln.BodyPart.ArmorFeet = 19 -> Kiln.BodyPart
Kiln.BodyPart.ArmorHead = 15 -> Kiln.BodyPart
Kiln.BodyPart.ArmorLowerBody = 18 -> Kiln.BodyPart
Kiln.BodyPart.ArmorUpperBody = 16 -> Kiln.BodyPart
Kiln.BodyPart.Beard = 3 -> Kiln.BodyPart
Kiln.BodyPart.Chest = 6 -> Kiln.BodyPart
Kiln.BodyPart.Collar = 5 -> Kiln.BodyPart
Kiln.BodyPart.Crotch = 8 -> Kiln.BodyPart
Kiln.BodyPart.EyeBrow = 2 -> Kiln.BodyPart
Kiln.BodyPart.Feet = 14 -> Kiln.BodyPart
Kiln.BodyPart.Hair = 1 -> Kiln.BodyPart
Kiln.BodyPart.Hands = 11 -> Kiln.BodyPart
Kiln.BodyPart.Head = 0 -> Kiln.BodyPart
Kiln.BodyPart.LowerArms = 10 -> Kiln.BodyPart
Kiln.BodyPart.LowerLegs = 13 -> Kiln.BodyPart
Kiln.BodyPart.MainHand = 23 -> Kiln.BodyPart
Kiln.BodyPart.Neck = 4 -> Kiln.BodyPart
Kiln.BodyPart.RingLeft = 20 -> Kiln.BodyPart
Kiln.BodyPart.RingRight = 21 -> Kiln.BodyPart
Kiln.BodyPart.Shield = 22 -> Kiln.BodyPart
Kiln.BodyPart.UpperArms = 9 -> Kiln.BodyPart
Kiln.BodyPart.UpperLegs = 12 -> Kiln.BodyPart
Kiln.BodyPart.Waist = 7 -> Kiln.BodyPart
Kiln.BodySize
Kiln.BodySize.<Clone>$() -> Kiln.BodySize!
Kiln.BodySize.BodySize(double Radius, double Height) -> void
Kiln.BodySize.Deconstruct(out double Radius, out double Height) -> void
Kiln.BodySize.Equals(Kiln.BodySize? other) -> bool
Kiln.BodySize.Height.get -> double
Kiln.BodySize.Height.init -> void
Kiln.BodySize.Radius.get -> double
Kiln.BodySize.Radius.init -> void
Kiln.BoxCollider
Kiln.BoxCollider.<Clone>$() -> Kiln.BoxCollider!
Kiln.BoxCollider.BoxCollider() -> void
Kiln.BoxCollider.Center.get -> System.Numerics.Vector3?
Kiln.BoxCollider.Center.init -> void
Kiln.BoxCollider.Equals(Kiln.BoxCollider? other) -> bool
Kiln.BoxCollider.Size.get -> System.Numerics.Vector3
Kiln.BoxCollider.Size.init -> void
Kiln.Breaks
Kiln.Breaks.Metal = 3 -> Kiln.Breaks
Kiln.Breaks.None = 0 -> Kiln.Breaks
Kiln.Breaks.Stone = 2 -> Kiln.Breaks
Kiln.Breaks.Wood = 1 -> Kiln.Breaks
Kiln.BuildGoal
Kiln.BuildGoal.<Clone>$() -> Kiln.BuildGoal!
Kiln.BuildGoal.BuildGoal() -> void
Kiln.BuildGoal.Count.get -> int
Kiln.BuildGoal.Count.init -> void
Kiln.BuildGoal.Equals(Kiln.BuildGoal? other) -> bool
Kiln.BuildGoal.Prop.get -> Kiln.ItemRef
Kiln.BuildGoal.Prop.init -> void
Kiln.BuildingMaterialBlock
Kiln.BuildingMaterialBlock.<Clone>$() -> Kiln.BuildingMaterialBlock!
Kiln.BuildingMaterialBlock.BuildingMaterialBlock() -> void
Kiln.BuildingMaterialBlock.Description.get -> string?
Kiln.BuildingMaterialBlock.Description.init -> void
Kiln.BuildingMaterialBlock.Equals(Kiln.BuildingMaterialBlock? other) -> bool
Kiln.BuildingMaterialBlock.Icon.get -> string?
Kiln.BuildingMaterialBlock.Icon.init -> void
Kiln.BuildingMaterialBlock.Name.get -> string!
Kiln.BuildingMaterialBlock.Name.init -> void
Kiln.BuildingMaterialBlock.Recipe.get -> Kiln.RecipeBlock?
Kiln.BuildingMaterialBlock.Recipe.init -> void
Kiln.BuildingMaterialBlock.Roof.get -> bool
Kiln.BuildingMaterialBlock.Roof.init -> void
Kiln.BuildingMaterialBlock.Strength.get -> Kiln.PartRef<Kiln.StrengthBlock!>?
Kiln.BuildingMaterialBlock.Strength.init -> void
Kiln.BuildingMaterialBlock.Surface.get -> Kiln.PartRef<Kiln.SurfaceBlock!>?
Kiln.BuildingMaterialBlock.Surface.init -> void
Kiln.BuildingMaterialBlock.Was.get -> string?
Kiln.BuildingMaterialBlock.Was.init -> void
Kiln.ButtonRow
Kiln.ButtonRow.ButtonRow() -> void
Kiln.ButtonRow.Does.get -> Kiln.UiAction!
Kiln.ButtonRow.Does.init -> void
Kiln.ButtonRow.Equals(Kiln.ButtonRow? other) -> bool
Kiln.ButtonRow.Label.get -> Kiln.UiText!
Kiln.ButtonRow.Label.init -> void
Kiln.Capsule
Kiln.CastAnimation
Kiln.CastAnimation.<Clone>$() -> Kiln.CastAnimation!
Kiln.CastAnimation.CastAnimation(string! Key, string! Sequence, double ChargeSeconds) -> void
Kiln.CastAnimation.ChargeSeconds.get -> double
Kiln.CastAnimation.ChargeSeconds.init -> void
Kiln.CastAnimation.Deconstruct(out string! Key, out string! Sequence, out double ChargeSeconds) -> void
Kiln.CastAnimation.Equals(Kiln.CastAnimation? other) -> bool
Kiln.CastAnimation.Key.get -> string!
Kiln.CastAnimation.Key.init -> void
Kiln.CastAnimation.Sequence.get -> string!
Kiln.CastAnimation.Sequence.init -> void
Kiln.CastBlock
Kiln.CastBlock.<Clone>$() -> Kiln.CastBlock!
Kiln.CastBlock.Animation.get -> Kiln.CastAnimation?
Kiln.CastBlock.Animation.init -> void
Kiln.CastBlock.CastBlock() -> void
Kiln.CastBlock.Charges.get -> int?
Kiln.CastBlock.Charges.init -> void
Kiln.CastBlock.Equals(Kiln.CastBlock? other) -> bool
Kiln.CastBlock.ManaCost.get -> int
Kiln.CastBlock.ManaCost.init -> void
Kiln.CastBlock.ReleaseAt.get -> double?
Kiln.CastBlock.ReleaseAt.init -> void
Kiln.CastBlock.StaminaCost.get -> int
Kiln.CastBlock.StaminaCost.init -> void
Kiln.CastBlock.Vfx.get -> Kiln.VfxRef?
Kiln.CastBlock.Vfx.init -> void
Kiln.ChainBlock
Kiln.ChainBlock.Affects.get -> Kiln.AreaAffects
Kiln.ChainBlock.Affects.init -> void
Kiln.ChainBlock.Angle.get -> float
Kiln.ChainBlock.Angle.init -> void
Kiln.ChainBlock.ChainBlock() -> void
Kiln.ChainBlock.Effects.get -> System.Collections.Generic.IReadOnlyList<Kiln.EffectRef!>!
Kiln.ChainBlock.Effects.init -> void
Kiln.ChainBlock.Equals(Kiln.ChainBlock? other) -> bool
Kiln.ChainBlock.JumpRange.get -> float
Kiln.ChainBlock.JumpRange.init -> void
Kiln.ChainBlock.Jumps.get -> int
Kiln.ChainBlock.Jumps.init -> void
Kiln.ChainBlock.Range.get -> float
Kiln.ChainBlock.Range.init -> void
Kiln.ChoiceRow
Kiln.ChoiceRow.Bind.get -> string!
Kiln.ChoiceRow.Bind.init -> void
Kiln.ChoiceRow.ChoiceRow() -> void
Kiln.ChoiceRow.Equals(Kiln.ChoiceRow? other) -> bool
Kiln.ChoiceRow.Label.get -> Kiln.UiText!
Kiln.ChoiceRow.Label.init -> void
Kiln.ClientsLevel
Kiln.ClientsLevel.Kiln = 1 -> Kiln.ClientsLevel
Kiln.ClientsLevel.Mod = 2 -> Kiln.ClientsLevel
Kiln.ClientsLevel.None = 0 -> Kiln.ClientsLevel
Kiln.ClientsModWhenAttribute
Kiln.ClientsModWhenAttribute.ClientsModWhenAttribute(string! pattern) -> void
Kiln.ClientsModWhenAttribute.Pattern.get -> string!
Kiln.Clip
Kiln.Clip.<Clone>$() -> Kiln.Clip!
Kiln.Clip.Blend.get -> Kiln.BlendSpace?
Kiln.Clip.Blend.init -> void
Kiln.Clip.BlendIn.get -> double?
Kiln.Clip.BlendIn.init -> void
Kiln.Clip.Bones.get -> System.Collections.Generic.IReadOnlyList<string!>?
Kiln.Clip.Bones.init -> void
Kiln.Clip.Clip() -> void
Kiln.Clip.Clip(string! name) -> void
Kiln.Clip.Equals(Kiln.Clip? other) -> bool
Kiln.Clip.Loop.get -> bool?
Kiln.Clip.Loop.init -> void
Kiln.Clip.Name.get -> string?
Kiln.Clip.Name.init -> void
Kiln.Clip.Reference.get -> string?
Kiln.Clip.Reference.init -> void
Kiln.Clip.RootMotion.get -> bool?
Kiln.Clip.RootMotion.init -> void
Kiln.Clip.Speed.get -> double?
Kiln.Clip.Speed.init -> void
Kiln.Clip.Then.get -> Kiln.AnimState?
Kiln.Clip.Then.init -> void
Kiln.CollectGoal
Kiln.CollectGoal.<Clone>$() -> Kiln.CollectGoal!
Kiln.CollectGoal.CollectGoal() -> void
Kiln.CollectGoal.Count.get -> int
Kiln.CollectGoal.Count.init -> void
Kiln.CollectGoal.Equals(Kiln.CollectGoal? other) -> bool
Kiln.CollectGoal.Item.get -> Kiln.ItemRef
Kiln.CollectGoal.Item.init -> void
Kiln.ColliderBlock
Kiln.ColliderBlock.<Clone>$() -> Kiln.ColliderBlock!
Kiln.ColliderBlock.ColliderBlock() -> void
Kiln.ColliderBlock.Equals(Kiln.ColliderBlock? other) -> bool
Kiln.ColliderBlock.Height.get -> double
Kiln.ColliderBlock.Height.init -> void
Kiln.ColliderBlock.Radius.get -> double
Kiln.ColliderBlock.Radius.init -> void
Kiln.ColliderBlock.Shape.get -> string!
Kiln.ColliderBlock.Shape.init -> void
Kiln.ComfortBlock
Kiln.ComfortBlock.<Clone>$() -> Kiln.ComfortBlock!
Kiln.ComfortBlock.Amount.get -> int
Kiln.ComfortBlock.Amount.init -> void
Kiln.ComfortBlock.Category.get -> Kiln.ComfortCategory
Kiln.ComfortBlock.Category.init -> void
Kiln.ComfortBlock.ComfortBlock() -> void
Kiln.ComfortBlock.Equals(Kiln.ComfortBlock? other) -> bool
Kiln.ComfortBlock.Range.get -> double
Kiln.ComfortBlock.Range.init -> void
Kiln.ComfortBlock.Warmth.get -> int
Kiln.ComfortBlock.Warmth.init -> void
Kiln.ComfortCategory
Kiln.ComfortCategory.Bathtub = 6 -> Kiln.ComfortCategory
Kiln.ComfortCategory.Bed = 1 -> Kiln.ComfortCategory
Kiln.ComfortCategory.Bench = 4 -> Kiln.ComfortCategory
Kiln.ComfortCategory.Carpet = 10 -> Kiln.ComfortCategory
Kiln.ComfortCategory.Chair = 2 -> Kiln.ComfortCategory
Kiln.ComfortCategory.Flame = 12 -> Kiln.ComfortCategory
Kiln.ComfortCategory.Hearth = 0 -> Kiln.ComfortCategory
Kiln.ComfortCategory.Illumination = 11 -> Kiln.ComfortCategory
Kiln.ComfortCategory.Kitchen = 15 -> Kiln.ComfortCategory
Kiln.ComfortCategory.Shower = 9 -> Kiln.ComfortCategory
Kiln.ComfortCategory.Sink = 7 -> Kiln.ComfortCategory
Kiln.ComfortCategory.Stool = 14 -> Kiln.ComfortCategory
Kiln.ComfortCategory.Table = 3 -> Kiln.ComfortCategory
Kiln.ComfortCategory.Throne = 5 -> Kiln.ComfortCategory
Kiln.ComfortCategory.Toilet = 8 -> Kiln.ComfortCategory
Kiln.ComfortCategory.Trophy = 13 -> Kiln.ComfortCategory
Kiln.ComfortCategory.Wellness = 16 -> Kiln.ComfortCategory
Kiln.ConditionBlock
Kiln.ConditionBlock.<Clone>$() -> Kiln.ConditionBlock!
Kiln.ConditionBlock.All.get -> System.Collections.Generic.IReadOnlyList<Kiln.ConditionBlock!>?
Kiln.ConditionBlock.All.init -> void
Kiln.ConditionBlock.Any.get -> System.Collections.Generic.IReadOnlyList<Kiln.ConditionBlock!>?
Kiln.ConditionBlock.Any.init -> void
Kiln.ConditionBlock.ConditionBlock() -> void
Kiln.ConditionBlock.Count.get -> int
Kiln.ConditionBlock.Count.init -> void
Kiln.ConditionBlock.Equals(Kiln.ConditionBlock? other) -> bool
Kiln.ConditionBlock.Is.get -> string?
Kiln.ConditionBlock.Is.init -> void
Kiln.ConditionBlock.Item.get -> Kiln.ItemRef?
Kiln.ConditionBlock.Item.init -> void
Kiln.ConditionBlock.Knowledge.get -> string?
Kiln.ConditionBlock.Knowledge.init -> void
Kiln.ConditionBlock.Level.get -> int?
Kiln.ConditionBlock.Level.init -> void
Kiln.ConditionBlock.Not.get -> Kiln.ConditionBlock?
Kiln.ConditionBlock.Not.init -> void
Kiln.ConditionBlock.Predicate.get -> string?
Kiln.ConditionBlock.Predicate.init -> void
Kiln.ConditionBlock.Quest.get -> string?
Kiln.ConditionBlock.Quest.init -> void
Kiln.ConditionBlock.Step.get -> string?
Kiln.ConditionBlock.Step.init -> void
Kiln.ConeBlock
Kiln.ConeBlock.Affects.get -> Kiln.AreaAffects
Kiln.ConeBlock.Affects.init -> void
Kiln.ConeBlock.Angle.get -> float
Kiln.ConeBlock.Angle.init -> void
Kiln.ConeBlock.ConeBlock() -> void
Kiln.ConeBlock.Effects.get -> System.Collections.Generic.IReadOnlyList<Kiln.EffectRef!>!
Kiln.ConeBlock.Effects.init -> void
Kiln.ConeBlock.Equals(Kiln.ConeBlock? other) -> bool
Kiln.ConeBlock.Range.get -> float
Kiln.ConeBlock.Range.init -> void
Kiln.ContainerBlock
Kiln.ContainerBlock.ContainerBlock() -> void
Kiln.ContainerBlock.DefaultLoot.get -> Kiln.PartRef<Kiln.LootTableBlock!>?
Kiln.ContainerBlock.DefaultLoot.init -> void
Kiln.ContainerBlock.Equals(Kiln.ContainerBlock? other) -> bool
Kiln.ContainerBlock.Lid.get -> Kiln.LidBlock?
Kiln.ContainerBlock.Lid.init -> void
Kiln.ContainerBlock.Slots.get -> int?
Kiln.ContainerBlock.Slots.init -> void
Kiln.CosmeticBlock
Kiln.CosmeticBlock.<Clone>$() -> Kiln.CosmeticBlock!
Kiln.CosmeticBlock.CosmeticBlock() -> void
Kiln.CosmeticBlock.Description.get -> string?
Kiln.CosmeticBlock.Description.init -> void
Kiln.CosmeticBlock.Dyes.get -> bool
Kiln.CosmeticBlock.Dyes.init -> void
Kiln.CosmeticBlock.Equals(Kiln.CosmeticBlock? other) -> bool
Kiln.CosmeticBlock.Look.get -> Kiln.PartRef<Kiln.WornLook!>!
Kiln.CosmeticBlock.Look.init -> void
Kiln.CosmeticBlock.Loot.get -> Kiln.LootBlock?
Kiln.CosmeticBlock.Loot.init -> void
Kiln.CosmeticBlock.Name.get -> string!
Kiln.CosmeticBlock.Name.init -> void
Kiln.CosmeticBlock.Recipe.get -> Kiln.RecipeBlock?
Kiln.CosmeticBlock.Recipe.init -> void
Kiln.CosmeticBlock.Slot.get -> Kiln.CosmeticSlot
Kiln.CosmeticBlock.Slot.init -> void
Kiln.CosmeticBlock.Tweak.get -> Kiln.FieldValues!
Kiln.CosmeticBlock.Tweak.init -> void
Kiln.CosmeticBlock.Was.get -> string?
Kiln.CosmeticBlock.Was.init -> void
Kiln.CosmeticSlot
Kiln.CosmeticSlot.Arms = 2 -> Kiln.CosmeticSlot
Kiln.CosmeticSlot.Feet = 4 -> Kiln.CosmeticSlot
Kiln.CosmeticSlot.Head = 0 -> Kiln.CosmeticSlot
Kiln.CosmeticSlot.LowerBody = 3 -> Kiln.CosmeticSlot
Kiln.CosmeticSlot.UpperBody = 1 -> Kiln.CosmeticSlot
Kiln.CraftGoal
Kiln.CraftGoal.<Clone>$() -> Kiln.CraftGoal!
Kiln.CraftGoal.Count.get -> int
Kiln.CraftGoal.Count.init -> void
Kiln.CraftGoal.CraftGoal() -> void
Kiln.CraftGoal.Equals(Kiln.CraftGoal? other) -> bool
Kiln.CraftGoal.Item.get -> Kiln.ItemRef?
Kiln.CraftGoal.Item.init -> void
Kiln.CraftGoal.Recipe.get -> string?
Kiln.CraftGoal.Recipe.init -> void
Kiln.CreatureBlock
Kiln.CreatureBlock.<Clone>$() -> Kiln.CreatureBlock!
Kiln.CreatureBlock.AI.get -> Kiln.PartRef<Kiln.AIBlock!>?
Kiln.CreatureBlock.AI.init -> void
Kiln.CreatureBlock.Animation.get -> Kiln.PartRef<Kiln.AnimationBlock!>?
Kiln.CreatureBlock.Animation.init -> void
Kiln.CreatureBlock.Behaviour.get -> Kiln.PartRef<Kiln.BehaviourBlock!>?
Kiln.CreatureBlock.Behaviour.init -> void
Kiln.CreatureBlock.Body.get -> Kiln.PartRef<Kiln.BodyBlock!>!
Kiln.CreatureBlock.Body.init -> void
Kiln.CreatureBlock.CreatureBlock() -> void
Kiln.CreatureBlock.Drops.get -> Kiln.PartRef<Kiln.LootTableBlock!>?
Kiln.CreatureBlock.Drops.init -> void
Kiln.CreatureBlock.Equals(Kiln.CreatureBlock? other) -> bool
Kiln.CreatureBlock.Name.get -> string?
Kiln.CreatureBlock.Name.init -> void
Kiln.CreatureBlock.Spawns.get -> System.Collections.Generic.IReadOnlyList<Kiln.SpawnBlock!>?
Kiln.CreatureBlock.Spawns.init -> void
Kiln.CreatureBlock.Stats.get -> Kiln.CreatureStats?
Kiln.CreatureBlock.Stats.init -> void
Kiln.CreatureBlock.Was.get -> string?
Kiln.CreatureBlock.Was.init -> void
Kiln.CreatureHandle
Kiln.CreatureHandle.Arsenal.get -> System.Guid?
Kiln.CreatureHandle.Spawn(Kiln.WorldPosition at, float yawDegrees = 0, Kiln.CreatureSpawnOptions? options = null) -> System.Threading.Tasks.Task<Kiln.EntityId>!
Kiln.CreatureHandle.States.get -> System.Collections.Generic.IReadOnlyDictionary<string!, uint>!
Kiln.CreatureHandle.Template.get -> string!
Kiln.CreatureHandle.Variant.get -> string!
Kiln.CreatureStats
Kiln.CreatureStats.<Clone>$() -> Kiln.CreatureStats!
Kiln.CreatureStats.CreatureStats() -> void
Kiln.CreatureStats.Damage.get -> double?
Kiln.CreatureStats.Damage.init -> void
Kiln.CreatureStats.Equals(Kiln.CreatureStats? other) -> bool
Kiln.CreatureStats.Experience.get -> double?
Kiln.CreatureStats.Experience.init -> void
Kiln.CreatureStats.Level.get -> int?
Kiln.CreatureStats.Level.init -> void
Kiln.CreatureStats.Takes.get -> System.Collections.Generic.IDictionary<Kiln.DamageKind, double>!
Kiln.CreatureStats.Takes.init -> void
Kiln.Curve
Kiln.Curve.<Clone>$() -> Kiln.Curve!
Kiln.Curve.Curve() -> void
Kiln.Curve.Equals(Kiln.Curve? other) -> bool
Kiln.CustomGoal
Kiln.CustomGoal.<Clone>$() -> Kiln.CustomGoal!
Kiln.CustomGoal.Count.get -> int
Kiln.CustomGoal.Count.init -> void
Kiln.CustomGoal.CustomGoal() -> void
Kiln.CustomGoal.Equals(Kiln.CustomGoal? other) -> bool
Kiln.CustomGoal.Signal.get -> string!
Kiln.CustomGoal.Signal.init -> void
Kiln.Damage
Kiln.DamageBlock
Kiln.DamageBlock.<Clone>$() -> Kiln.DamageBlock!
Kiln.DamageBlock.Blunt.get -> float
Kiln.DamageBlock.Blunt.init -> void
Kiln.DamageBlock.Cut.get -> float
Kiln.DamageBlock.Cut.init -> void
Kiln.DamageBlock.DamageBlock() -> void
Kiln.DamageBlock.Equals(Kiln.DamageBlock? other) -> bool
Kiln.DamageBlock.Explosion.get -> int
Kiln.DamageBlock.Explosion.init -> void
Kiln.DamageBlock.Fire.get -> float
Kiln.DamageBlock.Fire.init -> void
Kiln.DamageBlock.Flat.get -> bool
Kiln.DamageBlock.Flat.init -> void
Kiln.DamageBlock.Ice.get -> float
Kiln.DamageBlock.Ice.init -> void
Kiln.DamageBlock.Lightning.get -> float
Kiln.DamageBlock.Lightning.init -> void
Kiln.DamageBlock.Metal.get -> int
Kiln.DamageBlock.Metal.init -> void
Kiln.DamageBlock.Pierce.get -> float
Kiln.DamageBlock.Pierce.init -> void
Kiln.DamageBlock.Poison.get -> float
Kiln.DamageBlock.Poison.init -> void
Kiln.DamageBlock.Shroud.get -> float
Kiln.DamageBlock.Shroud.init -> void
Kiln.DamageBlock.Stone.get -> int
Kiln.DamageBlock.Stone.init -> void
Kiln.DamageBlock.Total.get -> float
Kiln.DamageBlock.Wood.get -> int
Kiln.DamageBlock.Wood.init -> void
Kiln.DayPart
Kiln.DayPart.Day = 0 -> Kiln.DayPart
Kiln.DayPart.Night = 1 -> Kiln.DayPart
Kiln.DeliverGoal
Kiln.DeliverGoal.<Clone>$() -> Kiln.DeliverGoal!
Kiln.DeliverGoal.Count.get -> int
Kiln.DeliverGoal.Count.init -> void
Kiln.DeliverGoal.DeliverGoal() -> void
Kiln.DeliverGoal.Equals(Kiln.DeliverGoal? other) -> bool
Kiln.DeliverGoal.Item.get -> Kiln.ItemRef
Kiln.DeliverGoal.Item.init -> void
Kiln.DeliverGoal.To.get -> string?
Kiln.DeliverGoal.To.init -> void
Kiln.DialogueBlock
Kiln.DialogueBlock.<Clone>$() -> Kiln.DialogueBlock!
Kiln.DialogueBlock.DialogueBlock() -> void
Kiln.DialogueBlock.Equals(Kiln.DialogueBlock? other) -> bool
Kiln.DialogueBlock.Farewell.get -> System.Collections.Generic.IReadOnlyList<Kiln.UiText!>?
Kiln.DialogueBlock.Farewell.init -> void
Kiln.DialogueBlock.Greet.get -> bool?
Kiln.DialogueBlock.Greet.init -> void
Kiln.DialogueBlock.Greetings.get -> System.Collections.Generic.IReadOnlyList<Kiln.GreetingBlock!>?
Kiln.DialogueBlock.Greetings.init -> void
Kiln.DialogueBlock.Hint.get -> string?
Kiln.DialogueBlock.Hint.init -> void
Kiln.DialogueBlock.Nodes.get -> System.Collections.Generic.IDictionary<string!, Kiln.DialogueNodeBlock!>!
Kiln.DialogueBlock.Nodes.init -> void
Kiln.DialogueBlock.Start.get -> string!
Kiln.DialogueBlock.Start.init -> void
Kiln.DialogueBlock.Transition.get -> System.Collections.Generic.IReadOnlyList<Kiln.UiText!>?
Kiln.DialogueBlock.Transition.init -> void
Kiln.DialogueHandle
Kiln.DialogueHandle.Definition.get -> Kiln.DialogueDefinition!
Kiln.DialogueNodeBlock
Kiln.DialogueNodeBlock.<Clone>$() -> Kiln.DialogueNodeBlock!
Kiln.DialogueNodeBlock.DialogueNodeBlock() -> void
Kiln.DialogueNodeBlock.Do.get -> System.Collections.Generic.IReadOnlyList<Kiln.ActionBlock!>?
Kiln.DialogueNodeBlock.Do.init -> void
Kiln.DialogueNodeBlock.Equals(Kiln.DialogueNodeBlock? other) -> bool
Kiln.DialogueNodeBlock.Goto.get -> string?
Kiln.DialogueNodeBlock.Goto.init -> void
Kiln.DialogueNodeBlock.Hint.get -> string?
Kiln.DialogueNodeBlock.Hint.init -> void
Kiln.DialogueNodeBlock.Options.get -> System.Collections.Generic.IReadOnlyList<Kiln.OptionBlock!>?
Kiln.DialogueNodeBlock.Options.init -> void
Kiln.DialogueNodeBlock.Speaker.get -> Kiln.UiText?
Kiln.DialogueNodeBlock.Speaker.init -> void
Kiln.DialogueNodeBlock.Text.get -> Kiln.UiText?
Kiln.DialogueNodeBlock.Text.init -> void
Kiln.DialogueNodeBlock.Voice.get -> string?
Kiln.DialogueNodeBlock.Voice.init -> void
Kiln.DissolveBlock
Kiln.DissolveBlock.<Clone>$() -> Kiln.DissolveBlock!
Kiln.DissolveBlock.Color.get -> string?
Kiln.DissolveBlock.Color.init -> void
Kiln.DissolveBlock.DissolveBlock() -> void
Kiln.DissolveBlock.Equals(Kiln.DissolveBlock? other) -> bool
Kiln.DissolveBlock.NoiseBlend.get -> float?
Kiln.DissolveBlock.NoiseBlend.init -> void
Kiln.DissolveBlock.NoiseTiling.get -> float?
Kiln.DissolveBlock.NoiseTiling.init -> void
Kiln.DissolveBlock.Width.get -> float?
Kiln.DissolveBlock.Width.init -> void
Kiln.Do
Kiln.DoorBlock
Kiln.DoorBlock.DoorBlock() -> void
Kiln.DoorBlock.Equals(Kiln.DoorBlock? other) -> bool
Kiln.DoorBlock.Opens.get -> Kiln.DoorSide?
Kiln.DoorBlock.Opens.init -> void
Kiln.DoorBlock.Sides.get -> Kiln.DoorSide?
Kiln.DoorBlock.Sides.init -> void
Kiln.DoorSide
Kiln.DoorSide.Back = 2 -> Kiln.DoorSide
Kiln.DoorSide.Both = 0 -> Kiln.DoorSide
Kiln.DoorSide.Front = 1 -> Kiln.DoorSide
Kiln.DropPlace
Kiln.DropPlace.<Clone>$() -> Kiln.DropPlace!
Kiln.DropPlace.Chance.get -> double
Kiln.DropPlace.Chance.init -> void
Kiln.DropPlace.CountMax.get -> int
Kiln.DropPlace.CountMax.init -> void
Kiln.DropPlace.CountMin.get -> int
Kiln.DropPlace.CountMin.init -> void
Kiln.DropPlace.DropPlace() -> void
Kiln.DropPlace.DropsLike.get -> Kiln.ItemRef?
Kiln.DropPlace.DropsLike.init -> void
Kiln.DropPlace.Equals(Kiln.DropPlace? other) -> bool
Kiln.DropPlace.Table.get -> string?
Kiln.DropPlace.Table.init -> void
Kiln.DropPlace.Weight.get -> double
Kiln.DropPlace.Weight.init -> void
Kiln.EatRule
Kiln.EatRule.<Clone>$() -> Kiln.EatRule!
Kiln.EatRule.EatRule() -> void
Kiln.EatRule.Equals(Kiln.EatRule? other) -> bool
Kiln.EatRule.If.get -> System.Func<Kiln.Player!, bool>?
Kiln.EatRule.If.init -> void
Kiln.EatRule.OnRefused.get -> System.Collections.Generic.IReadOnlyList<Kiln.EffectRef!>?
Kiln.EatRule.OnRefused.init -> void
Kiln.EatRule.Unless.get -> System.Collections.Generic.IReadOnlyList<Kiln.PlayerStateRef>?
Kiln.EatRule.Unless.init -> void
Kiln.EatRule.When.get -> System.Collections.Generic.IReadOnlyList<Kiln.PlayerStateRef>?
Kiln.EatRule.When.init -> void
Kiln.EffectBlock
Kiln.EffectBlock.<Clone>$() -> Kiln.EffectBlock!
Kiln.EffectBlock.Applies.get -> Kiln.StatusApply?
Kiln.EffectBlock.Applies.init -> void
Kiln.EffectBlock.Area.get -> Kiln.AreaBlock?
Kiln.EffectBlock.Area.init -> void
Kiln.EffectBlock.Casts.get -> Kiln.AbilityRef?
Kiln.EffectBlock.Casts.init -> void
Kiln.EffectBlock.Chance.get -> double?
Kiln.EffectBlock.Chance.init -> void
Kiln.EffectBlock.Damage.get -> Kiln.DamageBlock?
Kiln.EffectBlock.Damage.init -> void
Kiln.EffectBlock.EffectBlock() -> void
Kiln.EffectBlock.Equals(Kiln.EffectBlock? other) -> bool
Kiln.EffectBlock.Flinch.get -> Kiln.Flinch
Kiln.EffectBlock.Flinch.init -> void
Kiln.EffectBlock.Heal.get -> int?
Kiln.EffectBlock.Heal.init -> void
Kiln.EffectBlock.Knockback.get -> Kiln.Knockback
Kiln.EffectBlock.Knockback.init -> void
Kiln.EffectBlock.On.get -> Kiln.EffectOn
Kiln.EffectBlock.On.init -> void
Kiln.EffectBlock.Removes.get -> System.Collections.Generic.IReadOnlyList<Kiln.StatusRef!>?
Kiln.EffectBlock.Removes.init -> void
Kiln.EffectBlock.Restores.get -> Kiln.RestoreBlock?
Kiln.EffectBlock.Restores.init -> void
Kiln.EffectBlock.Screen.get -> Kiln.ScreenRef?
Kiln.EffectBlock.Screen.init -> void
Kiln.EffectBlock.Sound.get -> Kiln.SoundRef?
Kiln.EffectBlock.Sound.init -> void
Kiln.EffectBlock.Spawns.get -> Kiln.TemplateRef?
Kiln.EffectBlock.Spawns.init -> void
Kiln.EffectBlock.Then.get -> System.Collections.Generic.IReadOnlyList<Kiln.EffectRef!>?
Kiln.EffectBlock.Then.init -> void
Kiln.EffectBlock.Vfx.get -> Kiln.VfxRef?
Kiln.EffectBlock.Vfx.init -> void
Kiln.EffectOn
Kiln.EffectOn.Caster = 1 -> Kiln.EffectOn
Kiln.EffectOn.Target = 0 -> Kiln.EffectOn
Kiln.EffectRef
Kiln.EffectRef.Inline.get -> Kiln.EffectBlock?
Kiln.EffectRef.Name.get -> string?
Kiln.EmissiveBlock
Kiln.EmissiveBlock.<Clone>$() -> Kiln.EmissiveBlock!
Kiln.EmissiveBlock.Color.get -> string?
Kiln.EmissiveBlock.Color.init -> void
Kiln.EmissiveBlock.EmissiveBlock() -> void
Kiln.EmissiveBlock.Equals(Kiln.EmissiveBlock? other) -> bool
Kiln.EmissiveBlock.Exposure.get -> float?
Kiln.EmissiveBlock.Exposure.init -> void
Kiln.EmissiveBlock.Map.get -> string?
Kiln.EmissiveBlock.Map.init -> void
Kiln.EmissiveBlock.Strength.get -> float?
Kiln.EmissiveBlock.Strength.init -> void
Kiln.EquipBonus
Kiln.EquipBonus.<Clone>$() -> Kiln.EquipBonus!
Kiln.EquipBonus.Config.get -> string!
Kiln.EquipBonus.Config.init -> void
Kiln.EquipBonus.Deconstruct(out string! Key, out string! Config, out uint Row, out string! Format, out bool Whole) -> void
Kiln.EquipBonus.Equals(Kiln.EquipBonus? other) -> bool
Kiln.EquipBonus.EquipBonus(string! Key, string! Config, uint Row, string! Format, bool Whole) -> void
Kiln.EquipBonus.Format.get -> string!
Kiln.EquipBonus.Format.init -> void
Kiln.EquipBonus.Key.get -> string!
Kiln.EquipBonus.Key.init -> void
Kiln.EquipBonus.Row.get -> uint
Kiln.EquipBonus.Row.init -> void
Kiln.EquipBonus.Whole.get -> bool
Kiln.EquipBonus.Whole.init -> void
Kiln.FactionStatus
Kiln.FactionStatus.<Clone>$() -> Kiln.FactionStatus!
Kiln.FactionStatus.Answered.get -> ulong
Kiln.FactionStatus.Answered.init -> void
Kiln.FactionStatus.Available.get -> bool
Kiln.FactionStatus.Available.init -> void
Kiln.FactionStatus.ByPair.get -> ulong
Kiln.FactionStatus.ByPair.init -> void
Kiln.FactionStatus.ByRow.get -> ulong
Kiln.FactionStatus.ByRow.init -> void
Kiln.FactionStatus.ByTable.get -> ulong
Kiln.FactionStatus.ByTable.init -> void
Kiln.FactionStatus.Calls.get -> ulong
Kiln.FactionStatus.Calls.init -> void
Kiln.FactionStatus.CreatureRows.get -> int
Kiln.FactionStatus.CreatureRows.init -> void
Kiln.FactionStatus.Deconstruct(out bool Available, out bool Installed, out int Relations, out int CreatureRows, out int Pairs, out int Mapped, out ulong Calls, out ulong Answered, out ulong ByPair, out ulong ByRow, out ulong ByTable) -> void
Kiln.FactionStatus.Equals(Kiln.FactionStatus? other) -> bool
Kiln.FactionStatus.FactionStatus(bool Available, bool Installed, int Relations, int CreatureRows, int Pairs, int Mapped, ulong Calls, ulong Answered, ulong ByPair, ulong ByRow, ulong ByTable) -> void
Kiln.FactionStatus.Installed.get -> bool
Kiln.FactionStatus.Installed.init -> void
Kiln.FactionStatus.Mapped.get -> int
Kiln.FactionStatus.Mapped.init -> void
Kiln.FactionStatus.Pairs.get -> int
Kiln.FactionStatus.Pairs.init -> void
Kiln.FactionStatus.Relations.get -> int
Kiln.FactionStatus.Relations.init -> void
Kiln.Factions
Kiln.FilledContainers
Kiln.FilledContainers.FillProgress
Kiln.FilledContainers.FillProgress.FillProgress() -> void
Kiln.FilledContainers.FillProgress.ItemGuids.get -> System.Collections.Generic.Dictionary<string!, System.Guid>!
Kiln.FilledContainers.FillProgress.ItemGuids.set -> void
Kiln.FilledContainers.FillProgress.Lost.get -> int
Kiln.FilledContainers.FillProgress.Lost.set -> void
Kiln.FilledContainers.FillProgress.Next.get -> int
Kiln.FilledContainers.FillProgress.Next.set -> void
Kiln.FilledContainers.FillProgress.Stacks.get -> System.Collections.Generic.List<Kiln.LootStack>!
Kiln.FilledContainers.FillProgress.Stacks.set -> void
Kiln.FilledContainers.Filled.get -> System.Collections.Generic.Dictionary<string!, long>!
Kiln.FilledContainers.Filled.set -> void
Kiln.FilledContainers.FilledContainers() -> void
Kiln.FilledContainers.Pending.get -> System.Collections.Generic.Dictionary<string!, Kiln.FilledContainers.FillProgress!>!
Kiln.FilledContainers.Pending.set -> void
Kiln.FishingBlock
Kiln.FishingBlock.<Clone>$() -> Kiln.FishingBlock!
Kiln.FishingBlock.Endurance.get -> double?
Kiln.FishingBlock.Endurance.init -> void
Kiln.FishingBlock.Equals(Kiln.FishingBlock? other) -> bool
Kiln.FishingBlock.FishingBlock() -> void
Kiln.FishingBlock.Strength.get -> double?
Kiln.FishingBlock.Strength.init -> void
Kiln.Fit
Kiln.Fit.ArmsTight01 = 4194304 -> Kiln.Fit
Kiln.Fit.Female = 1 -> Kiln.Fit
Kiln.Fit.Hat = 2 -> Kiln.Fit
Kiln.Fit.Hood = 4 -> Kiln.Fit
Kiln.Fit.Jaw01 = 8 -> Kiln.Fit
Kiln.Fit.Jaw02 = 16 -> Kiln.Fit
Kiln.Fit.Jaw03 = 32 -> Kiln.Fit
Kiln.Fit.Jaw04 = 64 -> Kiln.Fit
Kiln.Fit.Jaw05 = 128 -> Kiln.Fit
Kiln.Fit.Jaw06 = 256 -> Kiln.Fit
Kiln.Fit.Jaw07 = 512 -> Kiln.Fit
Kiln.Fit.Jaw08 = 1024 -> Kiln.Fit
Kiln.Fit.Jaw09 = 2048 -> Kiln.Fit
Kiln.Fit.Jaw10 = 4096 -> Kiln.Fit
Kiln.Fit.Jaw11 = 8192 -> Kiln.Fit
Kiln.Fit.Jaw12 = 16384 -> Kiln.Fit
Kiln.Fit.Jaw13 = 32768 -> Kiln.Fit
Kiln.Fit.Jaw14 = 65536 -> Kiln.Fit
Kiln.Fit.Jaw15 = 131072 -> Kiln.Fit
Kiln.Fit.Jaw16 = 262144 -> Kiln.Fit
Kiln.Fit.LegsBeltTight = 8388608 -> Kiln.Fit
Kiln.Fit.LegsFeetTight = 16777216 -> Kiln.Fit
Kiln.Fit.LegsFeetTight01 = 33554432 -> Kiln.Fit
Kiln.Fit.NoArmor = 524288 -> Kiln.Fit
Kiln.Fit.None = 0 -> Kiln.Fit
Kiln.Fit.Shield = 1048576 -> Kiln.Fit
Kiln.Fit.Tight = 2097152 -> Kiln.Fit
Kiln.FleeBlock
Kiln.FleeBlock.<Clone>$() -> Kiln.FleeBlock!
Kiln.FleeBlock.Below.get -> double?
Kiln.FleeBlock.Below.init -> void
Kiln.FleeBlock.Cooldown.get -> double
Kiln.FleeBlock.Cooldown.init -> void
Kiln.FleeBlock.Equals(Kiln.FleeBlock? other) -> bool
Kiln.FleeBlock.FleeBlock() -> void
Kiln.FleeBlock.Max.get -> double?
Kiln.FleeBlock.Max.init -> void
Kiln.FleeBlock.Min.get -> double?
Kiln.FleeBlock.Min.init -> void
Kiln.FleeBlock.Seconds.get -> double?
Kiln.FleeBlock.Seconds.init -> void
Kiln.Flinch
Kiln.Flinch.Heavy = 4 -> Kiln.Flinch
Kiln.Flinch.Light = 2 -> Kiln.Flinch
Kiln.Flinch.Medium = 3 -> Kiln.Flinch
Kiln.Flinch.None = 0 -> Kiln.Flinch
Kiln.Flinch.VeryLight = 1 -> Kiln.Flinch
Kiln.Flipbook
Kiln.Flipbook.<Clone>$() -> Kiln.Flipbook!
Kiln.Flipbook.Columns.get -> int?
Kiln.Flipbook.Columns.init -> void
Kiln.Flipbook.Equals(Kiln.Flipbook? other) -> bool
Kiln.Flipbook.Flipbook() -> void
Kiln.Flipbook.Fps.get -> float?
Kiln.Flipbook.Fps.init -> void
Kiln.Flipbook.Rows.get -> int?
Kiln.Flipbook.Rows.init -> void
Kiln.GameTreePlace
Kiln.GameTreePlace.<Clone>$() -> Kiln.GameTreePlace!
Kiln.GameTreePlace.Class.get -> string!
Kiln.GameTreePlace.Class.init -> void
Kiln.GameTreePlace.Equals(Kiln.GameTreePlace? other) -> bool
Kiln.GameTreePlace.From.get -> System.Collections.Generic.IReadOnlyList<string!>?
Kiln.GameTreePlace.From.init -> void
Kiln.GameTreePlace.GameTreePlace() -> void
Kiln.GameTreePlace.Offset.get -> double[]?
Kiln.GameTreePlace.Offset.init -> void
Kiln.GameTreePlace.Position.get -> double[]?
Kiln.GameTreePlace.Position.init -> void
Kiln.GameTreePlace.To.get -> System.Collections.Generic.IReadOnlyList<string!>?
Kiln.GameTreePlace.To.init -> void
Kiln.Goal
Kiln.Gradient
Kiln.Gradient.<Clone>$() -> Kiln.Gradient!
Kiln.Gradient.Equals(Kiln.Gradient? other) -> bool
Kiln.Gradient.Gradient() -> void
Kiln.GreetingBlock
Kiln.GreetingBlock.<Clone>$() -> Kiln.GreetingBlock!
Kiln.GreetingBlock.Equals(Kiln.GreetingBlock? other) -> bool
Kiln.GreetingBlock.GreetingBlock() -> void
Kiln.GreetingBlock.Hint.get -> string?
Kiln.GreetingBlock.Hint.init -> void
Kiln.GreetingBlock.If.get -> Kiln.ConditionBlock?
Kiln.GreetingBlock.If.init -> void
Kiln.GreetingBlock.Text.get -> Kiln.UiText!
Kiln.GreetingBlock.Text.init -> void
Kiln.GreetingBlock.Voice.get -> string?
Kiln.GreetingBlock.Voice.init -> void
Kiln.HairBlock
Kiln.HairBlock.<Clone>$() -> Kiln.HairBlock!
Kiln.HairBlock.Description.get -> string?
Kiln.HairBlock.Description.init -> void
Kiln.HairBlock.Equals(Kiln.HairBlock? other) -> bool
Kiln.HairBlock.HairBlock() -> void
Kiln.HairBlock.Look.get -> Kiln.PartRef<Kiln.WornLook!>!
Kiln.HairBlock.Look.init -> void
Kiln.HairBlock.Name.get -> string!
Kiln.HairBlock.Name.init -> void
Kiln.HairBlock.Tweak.get -> Kiln.FieldValues!
Kiln.HairBlock.Tweak.init -> void
Kiln.HairBlock.Was.get -> string?
Kiln.HairBlock.Was.init -> void
Kiln.Hardness
Kiln.Hardness.Hard = 3 -> Kiln.Hardness
Kiln.Hardness.ModeratelyHard = 2 -> Kiln.Hardness
Kiln.Hardness.SlightlyHard = 1 -> Kiln.Hardness
Kiln.Hardness.Soft = 0 -> Kiln.Hardness
Kiln.Hardness.Unbreakable = 5 -> Kiln.Hardness
Kiln.Hardness.VeryHard = 4 -> Kiln.Hardness
Kiln.Harvest
Kiln.HitsRef
Kiln.HitsRef.Add(Kiln.EffectRef! effect) -> void
Kiln.HitsRef.Count.get -> int
Kiln.HitsRef.GetEnumerator() -> System.Collections.Generic.IEnumerator<Kiln.EffectRef!>!
Kiln.HitsRef.HitsRef() -> void
Kiln.HitsRef.Part.get -> Kiln.PartRef<Kiln.OnHitBlock!>?
Kiln.HomingBlock
Kiln.HomingBlock.<Clone>$() -> Kiln.HomingBlock!
Kiln.HomingBlock.Delay.get -> double
Kiln.HomingBlock.Delay.init -> void
Kiln.HomingBlock.Equals(Kiln.HomingBlock? other) -> bool
Kiln.HomingBlock.HomingBlock() -> void
Kiln.HomingBlock.SeekRange.get -> float
Kiln.HomingBlock.SeekRange.init -> void
Kiln.HomingBlock.TurnSpeed.get -> float
Kiln.HomingBlock.TurnSpeed.init -> void
Kiln.HudLineBlock
Kiln.HudLineBlock.<Clone>$() -> Kiln.HudLineBlock!
Kiln.HudLineBlock.Anchor.get -> Kiln.HudAnchor
Kiln.HudLineBlock.Anchor.init -> void
Kiln.HudLineBlock.Color.get -> string?
Kiln.HudLineBlock.Color.init -> void
Kiln.HudLineBlock.Comment.init -> void
Kiln.HudLineBlock.Equals(Kiln.HudLineBlock? other) -> bool
Kiln.HudLineBlock.HudLineBlock() -> void
Kiln.HudLineBlock.Refresh.get -> double
Kiln.HudLineBlock.Refresh.init -> void
Kiln.HudLineBlock.Text.get -> Kiln.UiText!
Kiln.HudLineBlock.Text.init -> void
Kiln.HudLineBlock.When.get -> string?
Kiln.HudLineBlock.When.init -> void
Kiln.IBlock
Kiln.IBlockRef<T>
Kiln.IBlockRef<T>.Inline.get -> T?
Kiln.IBlockRef<T>.Make(T? inline, string? name) -> Kiln.IBlockRef<T!>!
Kiln.IBlockRef<T>.Name.get -> string?
Kiln.IDeliveryBlock
Kiln.INpcBlock
Kiln.IPremade
Kiln.IPremade.Key.get -> string!
Kiln.IQuestBlock
Kiln.ITweakable
Kiln.ITweakable.Tweak.get -> Kiln.FieldValues!
Kiln.IUiBlock
Kiln.InteractBlock
Kiln.InteractBlock.<Clone>$() -> Kiln.InteractBlock!
Kiln.InteractBlock.Effects.get -> System.Collections.Generic.IReadOnlyList<Kiln.EffectRef!>?
Kiln.InteractBlock.Effects.init -> void
Kiln.InteractBlock.Equals(Kiln.InteractBlock? other) -> bool
Kiln.InteractBlock.InteractBlock() -> void
Kiln.InteractBlock.OnRefused.get -> System.Collections.Generic.IReadOnlyList<Kiln.EffectRef!>?
Kiln.InteractBlock.OnRefused.init -> void
Kiln.InteractBlock.Plays.get -> Kiln.InteractPlay?
Kiln.InteractBlock.Plays.init -> void
Kiln.InteractBlock.Prompt.get -> string?
Kiln.InteractBlock.Prompt.init -> void
Kiln.InteractBlock.Requires.get -> Kiln.RequiresBlock?
Kiln.InteractBlock.Requires.init -> void
Kiln.InteractBlock.Toggle.get -> Kiln.ToggleBlock?
Kiln.InteractBlock.Toggle.init -> void
Kiln.InteractBlock.Verb.get -> Kiln.InteractVerb?
Kiln.InteractBlock.Verb.init -> void
Kiln.InteractPlay
Kiln.InteractPlay.<Clone>$() -> Kiln.InteractPlay!
Kiln.InteractPlay.Deconstruct(out string! Key, out System.Guid Sequence) -> void
Kiln.InteractPlay.Equals(Kiln.InteractPlay? other) -> bool
Kiln.InteractPlay.Id.get -> uint
Kiln.InteractPlay.InteractPlay(string! Key, System.Guid Sequence) -> void
Kiln.InteractPlay.Key.get -> string!
Kiln.InteractPlay.Key.init -> void
Kiln.InteractPlay.Sequence.get -> System.Guid
Kiln.InteractPlay.Sequence.init -> void
Kiln.InteractVerb
Kiln.InteractVerb.<Clone>$() -> Kiln.InteractVerb!
Kiln.InteractVerb.Deconstruct(out string! Key, out uint Id, out string? Reference) -> void
Kiln.InteractVerb.Equals(Kiln.InteractVerb? other) -> bool
Kiln.InteractVerb.Id.get -> uint
Kiln.InteractVerb.Id.init -> void
Kiln.InteractVerb.InteractVerb(string! Key, uint Id, string? Reference = null) -> void
Kiln.InteractVerb.Key.get -> string!
Kiln.InteractVerb.Key.init -> void
Kiln.InteractVerb.Reference.get -> string?
Kiln.InteractVerb.Reference.init -> void
Kiln.ItemBlock
Kiln.ItemBlock.<Clone>$() -> Kiln.ItemBlock!
Kiln.ItemBlock.Ammo.get -> Kiln.AmmoBlock?
Kiln.ItemBlock.Ammo.init -> void
Kiln.ItemBlock.CanEat.get -> Kiln.EatRule?
Kiln.ItemBlock.CanEat.init -> void
Kiln.ItemBlock.Comfort.get -> int?
Kiln.ItemBlock.Comfort.init -> void
Kiln.ItemBlock.Description.get -> string?
Kiln.ItemBlock.Description.init -> void
Kiln.ItemBlock.Equals(Kiln.ItemBlock? other) -> bool
Kiln.ItemBlock.Feeds.get -> Kiln.StatusRef?
Kiln.ItemBlock.Feeds.init -> void
Kiln.ItemBlock.Flow.get -> double?
Kiln.ItemBlock.Flow.init -> void
Kiln.ItemBlock.Fuel.get -> double?
Kiln.ItemBlock.Fuel.init -> void
Kiln.ItemBlock.Heals.get -> int?
Kiln.ItemBlock.Heals.init -> void
Kiln.ItemBlock.Holds.get -> int?
Kiln.ItemBlock.Holds.init -> void
Kiln.ItemBlock.ItemBlock() -> void
Kiln.ItemBlock.Kind.get -> Kiln.ItemKind?
Kiln.ItemBlock.Kind.init -> void
Kiln.ItemBlock.Level.get -> int?
Kiln.ItemBlock.Level.init -> void
Kiln.ItemBlock.Loot.get -> Kiln.LootBlock?
Kiln.ItemBlock.Loot.init -> void
Kiln.ItemBlock.Name.get -> string!
Kiln.ItemBlock.Name.init -> void
Kiln.ItemBlock.OnEat.get -> System.Collections.Generic.IReadOnlyList<Kiln.EffectRef!>?
Kiln.ItemBlock.OnEat.init -> void
Kiln.ItemBlock.OnUse.get -> System.Collections.Generic.IReadOnlyList<Kiln.EffectRef!>?
Kiln.ItemBlock.OnUse.init -> void
Kiln.ItemBlock.Rarity.get -> Kiln.Rarity?
Kiln.ItemBlock.Rarity.init -> void
Kiln.ItemBlock.Recipe.get -> Kiln.RecipeBlock?
Kiln.ItemBlock.Recipe.init -> void
Kiln.ItemBlock.Source.get -> string?
Kiln.ItemBlock.Source.init -> void
Kiln.ItemBlock.Stack.get -> int?
Kiln.ItemBlock.Stack.init -> void
Kiln.ItemBlock.Texts.get -> System.Collections.Generic.IReadOnlyDictionary<string!, Kiln.ItemTexts!>?
Kiln.ItemBlock.Texts.init -> void
Kiln.ItemBlock.Tool.get -> Kiln.ToolBlock?
Kiln.ItemBlock.Tool.init -> void
Kiln.ItemBlock.Tweak.get -> Kiln.FieldValues!
Kiln.ItemBlock.Tweak.init -> void
Kiln.ItemBlock.Visual.get -> Kiln.PartRef<Kiln.VisualBlock!>?
Kiln.ItemBlock.Visual.init -> void
Kiln.ItemBlock.Was.get -> string?
Kiln.ItemBlock.Was.init -> void
Kiln.ItemKind
Kiln.ItemKind.<Clone>$() -> Kiln.ItemKind!
Kiln.ItemKind.Equals(Kiln.ItemKind? other) -> bool
Kiln.ItemKind.Key.get -> string!
Kiln.ItemKind.Starter.get -> string!
Kiln.ItemRef
Kiln.ItemRef.Deconstruct(out string! Value) -> void
Kiln.ItemRef.Equals(Kiln.ItemRef other) -> bool
Kiln.ItemRef.ItemRef() -> void
Kiln.ItemRef.ItemRef(string! Value) -> void
Kiln.ItemRef.Value.get -> string!
Kiln.ItemRef.Value.init -> void
Kiln.KeyBindingBlock
Kiln.KeyBindingBlock.<Clone>$() -> Kiln.KeyBindingBlock!
Kiln.KeyBindingBlock.Category.get -> string?
Kiln.KeyBindingBlock.Category.init -> void
Kiln.KeyBindingBlock.Comment.init -> void
Kiln.KeyBindingBlock.Description.get -> Kiln.UiText?
Kiln.KeyBindingBlock.Description.init -> void
Kiln.KeyBindingBlock.Does.get -> Kiln.UiAction!
Kiln.KeyBindingBlock.Does.init -> void
Kiln.KeyBindingBlock.Equals(Kiln.KeyBindingBlock? other) -> bool
Kiln.KeyBindingBlock.Key.get -> string!
Kiln.KeyBindingBlock.Key.init -> void
Kiln.KeyBindingBlock.KeyBindingBlock() -> void
Kiln.KeyBindingBlock.OnGameScreens.get -> bool
Kiln.KeyBindingBlock.OnGameScreens.init -> void
Kiln.KeyBindingBlock.Was.get -> string?
Kiln.KeyBindingBlock.Was.init -> void
Kiln.KeyBindingBlock.WhileCapturing.get -> bool
Kiln.KeyBindingBlock.WhileCapturing.init -> void
Kiln.KillGoal
Kiln.KillGoal.<Clone>$() -> Kiln.KillGoal!
Kiln.KillGoal.Count.get -> int
Kiln.KillGoal.Count.init -> void
Kiln.KillGoal.CountDestroyed.get -> bool
Kiln.KillGoal.CountDestroyed.init -> void
Kiln.KillGoal.Equals(Kiln.KillGoal? other) -> bool
Kiln.KillGoal.Family.get -> string?
Kiln.KillGoal.Family.init -> void
Kiln.KillGoal.KillGoal() -> void
Kiln.KillGoal.Near.get -> double[]?
Kiln.KillGoal.Near.init -> void
Kiln.KillGoal.Radius.get -> double?
Kiln.KillGoal.Radius.init -> void
Kiln.KillGoal.Tag.get -> string?
Kiln.KillGoal.Tag.init -> void
Kiln.KillGoal.Template.get -> string?
Kiln.KillGoal.Template.init -> void
Kiln.Knockback
Kiln.Knockback.Big = 3 -> Kiln.Knockback
Kiln.Knockback.None = 0 -> Kiln.Knockback
Kiln.Knockback.Normal = 2 -> Kiln.Knockback
Kiln.Knockback.PullNormal = 7 -> Kiln.Knockback
Kiln.Knockback.PullSmall = 6 -> Kiln.Knockback
Kiln.Knockback.Small = 1 -> Kiln.Knockback
Kiln.Knockback.VeryBig = 4 -> Kiln.Knockback
Kiln.Knockback.VerySmall = 5 -> Kiln.Knockback
Kiln.LayerBlock
Kiln.LayerBlock.<Clone>$() -> Kiln.LayerBlock!
Kiln.LayerBlock.Blend.get -> Kiln.BlendSpace?
Kiln.LayerBlock.Blend.init -> void
Kiln.LayerBlock.Bones.get -> System.Collections.Generic.IReadOnlyList<string!>?
Kiln.LayerBlock.Bones.init -> void
Kiln.LayerBlock.Clip.get -> string?
Kiln.LayerBlock.Clip.init -> void
Kiln.LayerBlock.Equals(Kiln.LayerBlock? other) -> bool
Kiln.LayerBlock.FadeIn.get -> double?
Kiln.LayerBlock.FadeIn.init -> void
Kiln.LayerBlock.FadeOut.get -> double?
Kiln.LayerBlock.FadeOut.init -> void
Kiln.LayerBlock.LayerBlock() -> void
Kiln.LayerBlock.Name.get -> string?
Kiln.LayerBlock.Name.init -> void
Kiln.LayerBlock.Overlay.get -> string?
Kiln.LayerBlock.Overlay.init -> void
Kiln.LayerBlock.Reference.get -> string?
Kiln.LayerBlock.Reference.init -> void
Kiln.LayerBlock.Speed.get -> double?
Kiln.LayerBlock.Speed.init -> void
Kiln.LayerBlock.Weight.get -> double?
Kiln.LayerBlock.Weight.init -> void
Kiln.LidBlock
Kiln.LidBlock.<Clone>$() -> Kiln.LidBlock!
Kiln.LidBlock.Equals(Kiln.LidBlock? other) -> bool
Kiln.LidBlock.Graph.get -> System.Guid?
Kiln.LidBlock.Graph.init -> void
Kiln.LidBlock.LidBlock() -> void
Kiln.LidBlock.Moves.get -> bool
Kiln.LidBlock.Moves.init -> void
Kiln.LidBlock.OpenState.get -> System.Guid?
Kiln.LidBlock.OpenState.init -> void
Kiln.LidBlock.ShutState.get -> System.Guid?
Kiln.LidBlock.ShutState.init -> void
Kiln.LightBlock
Kiln.LightBlock.<Clone>$() -> Kiln.LightBlock!
Kiln.LightBlock.Brightness.get -> float?
Kiln.LightBlock.Brightness.init -> void
Kiln.LightBlock.Color.get -> string?
Kiln.LightBlock.Color.init -> void
Kiln.LightBlock.Comment.init -> void
Kiln.LightBlock.Equals(Kiln.LightBlock? other) -> bool
Kiln.LightBlock.FadeIn.get -> float?
Kiln.LightBlock.FadeIn.init -> void
Kiln.LightBlock.FadeOut.get -> float?
Kiln.LightBlock.FadeOut.init -> void
Kiln.LightBlock.Flicker.get -> float?
Kiln.LightBlock.Flicker.init -> void
Kiln.LightBlock.Lifetime.get -> float?
Kiln.LightBlock.Lifetime.init -> void
Kiln.LightBlock.LightBlock() -> void
Kiln.LightBlock.Offset.get -> System.Numerics.Vector3?
Kiln.LightBlock.Offset.init -> void
Kiln.LightBlock.Radius.get -> float?
Kiln.LightBlock.Radius.init -> void
Kiln.LootBlock
Kiln.LootBlock.<Clone>$() -> Kiln.LootBlock!
Kiln.LootBlock.Equals(Kiln.LootBlock? other) -> bool
Kiln.LootBlock.Like.get -> Kiln.ItemRef?
Kiln.LootBlock.Like.init -> void
Kiln.LootBlock.LootBlock() -> void
Kiln.LootBlock.Rolled.get -> bool
Kiln.LootBlock.Rolled.init -> void
Kiln.LootBlock.StackMax.get -> int?
Kiln.LootBlock.StackMax.init -> void
Kiln.LootBlock.StackMin.get -> int?
Kiln.LootBlock.StackMin.init -> void
Kiln.LootBlock.Tables.get -> System.Collections.Generic.IReadOnlyList<Kiln.DropPlace!>?
Kiln.LootBlock.Tables.init -> void
Kiln.LootEntry
Kiln.LootEntry.<Clone>$() -> Kiln.LootEntry!
Kiln.LootEntry.Chance.get -> double
Kiln.LootEntry.Chance.init -> void
Kiln.LootEntry.CountMax.get -> int?
Kiln.LootEntry.CountMax.init -> void
Kiln.LootEntry.CountMin.get -> int
Kiln.LootEntry.CountMin.init -> void
Kiln.LootEntry.Equals(Kiln.LootEntry? other) -> bool
Kiln.LootEntry.Item.get -> Kiln.ItemRef
Kiln.LootEntry.Item.init -> void
Kiln.LootEntry.LootEntry() -> void
Kiln.LootEntry.Weight.get -> double
Kiln.LootEntry.Weight.init -> void
Kiln.LootPick
Kiln.LootPick.Each = 0 -> Kiln.LootPick
Kiln.LootPick.One = 1 -> Kiln.LootPick
Kiln.LootStack
Kiln.LootStack.Count.get -> int
Kiln.LootStack.Count.init -> void
Kiln.LootStack.Deconstruct(out string! Item, out int Count) -> void
Kiln.LootStack.Equals(Kiln.LootStack other) -> bool
Kiln.LootStack.Item.get -> string!
Kiln.LootStack.Item.init -> void
Kiln.LootStack.LootStack() -> void
Kiln.LootStack.LootStack(string! Item, int Count) -> void
Kiln.LootTableBlock
Kiln.LootTableBlock.<Clone>$() -> Kiln.LootTableBlock!
Kiln.LootTableBlock.DropsLike.get -> Kiln.ItemRef?
Kiln.LootTableBlock.DropsLike.init -> void
Kiln.LootTableBlock.Entries.get -> System.Collections.Generic.IReadOnlyList<Kiln.LootEntry!>!
Kiln.LootTableBlock.Entries.init -> void
Kiln.LootTableBlock.Equals(Kiln.LootTableBlock? other) -> bool
Kiln.LootTableBlock.LootTableBlock() -> void
Kiln.LootTableBlock.Pick.get -> Kiln.LootPick
Kiln.LootTableBlock.Pick.init -> void
Kiln.LootTableBlock.Rolls.get -> int
Kiln.LootTableBlock.Rolls.init -> void
Kiln.LootTableBlock.Table.get -> string?
Kiln.LootTableBlock.Table.init -> void
Kiln.LootTableHandle
Kiln.LootTableHandle.Drop(Kiln.WorldPosition at, System.Random? random = null) -> System.Threading.Tasks.Task<System.Collections.Generic.IReadOnlyList<Kiln.EntityId>!>!
Kiln.LootTableHandle.Give(Kiln.EntityId inventory, System.Random? random = null, Kiln.GiveOptions options = Kiln.GiveOptions.None) -> System.Threading.Tasks.Task<System.Collections.Generic.IReadOnlyList<Kiln.ItemsResult!>!>!
Kiln.LootTableHandle.Roll(System.Random? random = null) -> System.Collections.Generic.IReadOnlyList<Kiln.LootStack>!
Kiln.MarkerBlock
Kiln.MarkerBlock.<Clone>$() -> Kiln.MarkerBlock!
Kiln.MarkerBlock.At.get -> double[]?
Kiln.MarkerBlock.At.init -> void
Kiln.MarkerBlock.Base.get -> string?
Kiln.MarkerBlock.Base.init -> void
Kiln.MarkerBlock.Equals(Kiln.MarkerBlock? other) -> bool
Kiln.MarkerBlock.Hidden.get -> bool
Kiln.MarkerBlock.Hidden.init -> void
Kiln.MarkerBlock.MarkerBlock() -> void
Kiln.MarkerBlock.Name.get -> Kiln.UiText?
Kiln.MarkerBlock.Name.init -> void
Kiln.MarkerBlock.Radius.get -> double?
Kiln.MarkerBlock.Radius.init -> void
Kiln.MarkerBlock.Waypoint.get -> bool
Kiln.MarkerBlock.Waypoint.init -> void
Kiln.MaterialAlphaTest
Kiln.MaterialAlphaTest.Equals(Kiln.MaterialAlphaTest other) -> bool
Kiln.MaterialAlphaTest.MaterialAlphaTest() -> void
Kiln.MaterialBlock
Kiln.MaterialBlock.<Clone>$() -> Kiln.MaterialBlock!
Kiln.MaterialBlock.Albedo.get -> string?
Kiln.MaterialBlock.Albedo.init -> void
Kiln.MaterialBlock.AlphaTest.get -> Kiln.MaterialAlphaTest?
Kiln.MaterialBlock.AlphaTest.init -> void
Kiln.MaterialBlock.Comment.init -> void
Kiln.MaterialBlock.ContactShadows.get -> bool?
Kiln.MaterialBlock.ContactShadows.init -> void
Kiln.MaterialBlock.Dissolve.get -> Kiln.DissolveBlock?
Kiln.MaterialBlock.Dissolve.init -> void
Kiln.MaterialBlock.DoubleSided.get -> bool?
Kiln.MaterialBlock.DoubleSided.init -> void
Kiln.MaterialBlock.Emissive.get -> Kiln.EmissiveBlock?
Kiln.MaterialBlock.Emissive.init -> void
Kiln.MaterialBlock.Equals(Kiln.MaterialBlock? other) -> bool
Kiln.MaterialBlock.Frost.get -> bool?
Kiln.MaterialBlock.Frost.init -> void
Kiln.MaterialBlock.Kind.get -> Kiln.MaterialKind?
Kiln.MaterialBlock.Kind.init -> void
Kiln.MaterialBlock.MaterialBlock() -> void
Kiln.MaterialBlock.Metallic.get -> float?
Kiln.MaterialBlock.Metallic.init -> void
Kiln.MaterialBlock.MetallicRoughness.get -> string?
Kiln.MaterialBlock.MetallicRoughness.init -> void
Kiln.MaterialBlock.Normal.get -> Kiln.NormalMap?
Kiln.MaterialBlock.Normal.init -> void
Kiln.MaterialBlock.Occlusion.get -> string?
Kiln.MaterialBlock.Occlusion.init -> void
Kiln.MaterialBlock.Params.get -> string?
Kiln.MaterialBlock.Params.init -> void
Kiln.MaterialBlock.Reflectance.get -> Kiln.MaterialReflectance?
Kiln.MaterialBlock.Reflectance.init -> void
Kiln.MaterialBlock.Replaces.get -> string?
Kiln.MaterialBlock.Replaces.init -> void
Kiln.MaterialBlock.Roughness.get -> float?
Kiln.MaterialBlock.Roughness.init -> void
Kiln.MaterialBlock.Shader.get -> string?
Kiln.MaterialBlock.Shader.init -> void
Kiln.MaterialBlock.Shadows.get -> bool?
Kiln.MaterialBlock.Shadows.init -> void
Kiln.MaterialBlock.Snow.get -> bool?
Kiln.MaterialBlock.Snow.init -> void
Kiln.MaterialBlock.Tint.get -> string?
Kiln.MaterialBlock.Tint.init -> void
Kiln.MaterialBlock.Translucent.get -> float?
Kiln.MaterialBlock.Translucent.init -> void
Kiln.MaterialBlock.UvScale.get -> Kiln.MaterialUvScale?
Kiln.MaterialBlock.UvScale.init -> void
Kiln.MaterialBlock.VertexColor.get -> bool?
Kiln.MaterialBlock.VertexColor.init -> void
Kiln.MaterialBlock.Was.get -> string?
Kiln.MaterialBlock.Was.init -> void
Kiln.MaterialBlock.Wetness.get -> bool?
Kiln.MaterialBlock.Wetness.init -> void
Kiln.MaterialBlockHandle
Kiln.MaterialBlockHandle.Status.get -> Kiln.VfxBlockStatus
Kiln.MaterialKind
Kiln.MaterialKind.Cloth = 4 -> Kiln.MaterialKind
Kiln.MaterialKind.Cutout = 2 -> Kiln.MaterialKind
Kiln.MaterialKind.Dithered = 6 -> Kiln.MaterialKind
Kiln.MaterialKind.Emissive = 5 -> Kiln.MaterialKind
Kiln.MaterialKind.Foliage = 3 -> Kiln.MaterialKind
Kiln.MaterialKind.Metal = 1 -> Kiln.MaterialKind
Kiln.MaterialKind.Opaque = 0 -> Kiln.MaterialKind
Kiln.MaterialRef
Kiln.MaterialRef.Deconstruct(out string! Name) -> void
Kiln.MaterialRef.Equals(Kiln.MaterialRef other) -> bool
Kiln.MaterialRef.MaterialRef() -> void
Kiln.MaterialRef.MaterialRef(string! Name) -> void
Kiln.MaterialRef.Name.get -> string!
Kiln.MaterialRef.Name.init -> void
Kiln.MaterialReflectance
Kiln.MaterialReflectance.Equals(Kiln.MaterialReflectance other) -> bool
Kiln.MaterialReflectance.MaterialReflectance() -> void
Kiln.MaterialTweakBlock
Kiln.MaterialTweakBlock.<Clone>$() -> Kiln.MaterialTweakBlock!
Kiln.MaterialTweakBlock.Equals(Kiln.MaterialTweakBlock? other) -> bool
Kiln.MaterialTweakBlock.Material.get -> string!
Kiln.MaterialTweakBlock.Material.init -> void
Kiln.MaterialTweakBlock.MaterialTweakBlock() -> void
Kiln.MaterialTweakBlock.Strength.get -> Kiln.PartRef<Kiln.StrengthBlock!>?
Kiln.MaterialTweakBlock.Strength.init -> void
Kiln.MaterialTweakBlock.Surface.get -> Kiln.PartRef<Kiln.SurfaceBlock!>?
Kiln.MaterialTweakBlock.Surface.init -> void
Kiln.MaterialUvScale
Kiln.MaterialUvScale.Deconstruct(out float U, out float V) -> void
Kiln.MaterialUvScale.Equals(Kiln.MaterialUvScale other) -> bool
Kiln.MaterialUvScale.MaterialUvScale() -> void
Kiln.MaterialUvScale.MaterialUvScale(float U, float V) -> void
Kiln.MaterialUvScale.U.get -> float
Kiln.MaterialUvScale.U.init -> void
Kiln.MaterialUvScale.V.get -> float
Kiln.MaterialUvScale.V.init -> void
Kiln.MenuBlock
Kiln.MenuBlock.<Clone>$() -> Kiln.MenuBlock!
Kiln.MenuBlock.Equals(Kiln.MenuBlock? other) -> bool
Kiln.MenuBlock.Like.get -> Kiln.StationKind?
Kiln.MenuBlock.Like.init -> void
Kiln.MenuBlock.MenuBlock() -> void
Kiln.NormalMap
Kiln.NormalMap.<Clone>$() -> Kiln.NormalMap!
Kiln.NormalMap.Deconstruct(out string! Map, out float? Strength, out bool? YDown) -> void
Kiln.NormalMap.Equals(Kiln.NormalMap? other) -> bool
Kiln.NormalMap.Map.get -> string!
Kiln.NormalMap.Map.init -> void
Kiln.NormalMap.NormalMap(string! Map, float? Strength = null, bool? YDown = null) -> void
Kiln.NormalMap.Strength.get -> float?
Kiln.NormalMap.Strength.init -> void
Kiln.NormalMap.YDown.get -> bool?
Kiln.NormalMap.YDown.init -> void
Kiln.NpcBlock
Kiln.NpcBlock.<Clone>$() -> Kiln.NpcBlock!
Kiln.NpcBlock.AI.get -> Kiln.PartRef<Kiln.AIBlock!>?
Kiln.NpcBlock.AI.init -> void
Kiln.NpcBlock.Animation.get -> Kiln.PartRef<Kiln.AnimationBlock!>?
Kiln.NpcBlock.Animation.init -> void
Kiln.NpcBlock.Behaviour.get -> Kiln.PartRef<Kiln.BehaviourBlock!>?
Kiln.NpcBlock.Behaviour.init -> void
Kiln.NpcBlock.Body.get -> Kiln.PartRef<Kiln.BodyBlock!>!
Kiln.NpcBlock.Body.init -> void
Kiln.NpcBlock.Equals(Kiln.NpcBlock? other) -> bool
Kiln.NpcBlock.Name.get -> string!
Kiln.NpcBlock.Name.init -> void
Kiln.NpcBlock.Names.get -> System.Collections.Generic.IDictionary<string!, string!>?
Kiln.NpcBlock.Names.init -> void
Kiln.NpcBlock.NpcBlock() -> void
Kiln.NpcBlock.Place.get -> Kiln.NpcPlace?
Kiln.NpcBlock.Place.init -> void
Kiln.NpcBlock.Roster.get -> Kiln.RosterBlock?
Kiln.NpcBlock.Roster.init -> void
Kiln.NpcBlock.Talk.get -> Kiln.DialogueDefinition?
Kiln.NpcBlock.Talk.init -> void
Kiln.NpcBlock.TalkName.get -> string?
Kiln.NpcBlock.TalkName.init -> void
Kiln.NpcBlock.Vendor.get -> Kiln.VendorBlock?
Kiln.NpcBlock.Vendor.init -> void
Kiln.NpcBlock.Was.get -> string?
Kiln.NpcBlock.Was.init -> void
Kiln.NpcBlocksApi
Kiln.NpcBlocksApi.extension(Kiln.Act!)
Kiln.NpcBlocksApi.extension(Kiln.Blocks!)
Kiln.NpcBrain
Kiln.NpcBrain.NpcBrain() -> void
Kiln.NpcControl
Kiln.NpcControl.Alive.get -> bool
Kiln.NpcControl.Attack(string! name) -> bool
Kiln.NpcControl.Creature.get -> Kiln.CreatureRef
Kiln.NpcControl.Effect(string! effect, Kiln.EntityId? on = null) -> void
Kiln.NpcControl.Entity.get -> Kiln.EntityId
Kiln.NpcControl.Face(Kiln.WorldPosition to) -> void
Kiln.NpcControl.MoveTo(Kiln.WorldPosition to, bool run = false) -> void
Kiln.NpcControl.Name.get -> string!
Kiln.NpcControl.Pose(Kiln.AnimState! state) -> void
Kiln.NpcControl.Position.get -> Kiln.WorldPosition?
Kiln.NpcControl.Seen.get -> System.Collections.Generic.IReadOnlyList<Kiln.EntityId>!
Kiln.NpcControl.Stop() -> void
Kiln.NpcControl.Target.get -> Kiln.EntityId
Kiln.NpcControl.Target.set -> void
Kiln.NpcControl.TargetDistance.get -> double?
Kiln.NpcControl.Time.get -> double
Kiln.NpcControl.View.get -> Kiln.NpcView!
Kiln.NpcEffectOn
Kiln.NpcEffectOn.Self = 1 -> Kiln.NpcEffectOn
Kiln.NpcEffectOn.Target = 0 -> Kiln.NpcEffectOn
Kiln.NpcPlace
Kiln.NpcPlace.<Clone>$() -> Kiln.NpcPlace!
Kiln.NpcPlace.At.get -> double[]?
Kiln.NpcPlace.At.init -> void
Kiln.NpcPlace.Distance.get -> double[]?
Kiln.NpcPlace.Distance.init -> void
Kiln.NpcPlace.Equals(Kiln.NpcPlace? other) -> bool
Kiln.NpcPlace.Exact.get -> bool
Kiln.NpcPlace.Exact.init -> void
Kiln.NpcPlace.InBase.get -> bool
Kiln.NpcPlace.InBase.init -> void
Kiln.NpcPlace.NpcPlace() -> void
Kiln.NpcPlace.Once.get -> bool
Kiln.NpcPlace.Once.init -> void
Kiln.ObjectiveBlock
Kiln.ObjectiveBlock.<Clone>$() -> Kiln.ObjectiveBlock!
Kiln.ObjectiveBlock.Build.get -> Kiln.BuildGoal?
Kiln.ObjectiveBlock.Build.init -> void
Kiln.ObjectiveBlock.Collect.get -> Kiln.CollectGoal?
Kiln.ObjectiveBlock.Collect.init -> void
Kiln.ObjectiveBlock.Craft.get -> Kiln.CraftGoal?
Kiln.ObjectiveBlock.Craft.init -> void
Kiln.ObjectiveBlock.Custom.get -> Kiln.CustomGoal?
Kiln.ObjectiveBlock.Custom.init -> void
Kiln.ObjectiveBlock.Deliver.get -> Kiln.DeliverGoal?
Kiln.ObjectiveBlock.Deliver.init -> void
Kiln.ObjectiveBlock.Equals(Kiln.ObjectiveBlock? other) -> bool
Kiln.ObjectiveBlock.Kill.get -> Kiln.KillGoal?
Kiln.ObjectiveBlock.Kill.init -> void
Kiln.ObjectiveBlock.Knowledge.get -> string?
Kiln.ObjectiveBlock.Knowledge.init -> void
Kiln.ObjectiveBlock.ObjectiveBlock() -> void
Kiln.ObjectiveBlock.Reach.get -> Kiln.ReachGoal?
Kiln.ObjectiveBlock.Reach.init -> void
Kiln.ObjectiveBlock.Talk.get -> Kiln.TalkGoal?
Kiln.ObjectiveBlock.Talk.init -> void
Kiln.ObjectiveBlock.Text.get -> Kiln.UiText?
Kiln.ObjectiveBlock.Text.init -> void
Kiln.OnHitBlock
Kiln.OnHitBlock.<Clone>$() -> Kiln.OnHitBlock!
Kiln.OnHitBlock.Effects.get -> System.Collections.Generic.IReadOnlyList<Kiln.EffectRef!>!
Kiln.OnHitBlock.Effects.init -> void
Kiln.OnHitBlock.Equals(Kiln.OnHitBlock? other) -> bool
Kiln.OnHitBlock.OnHitBlock() -> void
Kiln.OnHitBlock.Vfx.get -> Kiln.VfxRef?
Kiln.OnHitBlock.Vfx.init -> void
Kiln.OptionBlock
Kiln.OptionBlock.<Clone>$() -> Kiln.OptionBlock!
Kiln.OptionBlock.Close.get -> bool
Kiln.OptionBlock.Close.init -> void
Kiln.OptionBlock.Do.get -> System.Collections.Generic.IReadOnlyList<Kiln.ActionBlock!>?
Kiln.OptionBlock.Do.init -> void
Kiln.OptionBlock.Equals(Kiln.OptionBlock? other) -> bool
Kiln.OptionBlock.Goto.get -> string?
Kiln.OptionBlock.Goto.init -> void
Kiln.OptionBlock.Hint.get -> string?
Kiln.OptionBlock.Hint.init -> void
Kiln.OptionBlock.If.get -> Kiln.ConditionBlock?
Kiln.OptionBlock.If.init -> void
Kiln.OptionBlock.Once.get -> bool
Kiln.OptionBlock.Once.init -> void
Kiln.OptionBlock.OptionBlock() -> void
Kiln.OptionBlock.Reply.get -> Kiln.UiText?
Kiln.OptionBlock.Reply.init -> void
Kiln.OptionBlock.Text.get -> Kiln.UiText!
Kiln.OptionBlock.Text.init -> void
Kiln.OptionBlock.Voice.get -> string?
Kiln.OptionBlock.Voice.init -> void
Kiln.PartRef<T>
Kiln.PartRef<T>.Inline.get -> T?
Kiln.PartRef<T>.Name.get -> string?
Kiln.ParticleAlign
Kiln.ParticleAlign.Camera = 0 -> Kiln.ParticleAlign
Kiln.ParticleAlign.Velocity = 1 -> Kiln.ParticleAlign
Kiln.ParticleBlock
Kiln.ParticleBlock.<Clone>$() -> Kiln.ParticleBlock!
Kiln.ParticleBlock.Acceleration.get -> System.Numerics.Vector3?
Kiln.ParticleBlock.Acceleration.init -> void
Kiln.ParticleBlock.Align.get -> Kiln.ParticleAlign?
Kiln.ParticleBlock.Align.init -> void
Kiln.ParticleBlock.Alpha.get -> Kiln.Curve?
Kiln.ParticleBlock.Alpha.init -> void
Kiln.ParticleBlock.Blend.get -> Kiln.Blend?
Kiln.ParticleBlock.Blend.init -> void
Kiln.ParticleBlock.Burst.get -> int?
Kiln.ParticleBlock.Burst.init -> void
Kiln.ParticleBlock.Color.get -> Kiln.Gradient?
Kiln.ParticleBlock.Color.init -> void
Kiln.ParticleBlock.Comment.init -> void
Kiln.ParticleBlock.Delay.get -> float?
Kiln.ParticleBlock.Delay.init -> void
Kiln.ParticleBlock.DepthFade.get -> float?
Kiln.ParticleBlock.DepthFade.init -> void
Kiln.ParticleBlock.Drag.get -> float?
Kiln.ParticleBlock.Drag.init -> void
Kiln.ParticleBlock.Duration.get -> float?
Kiln.ParticleBlock.Duration.init -> void
Kiln.ParticleBlock.Emissive.get -> float?
Kiln.ParticleBlock.Emissive.init -> void
Kiln.ParticleBlock.Equals(Kiln.ParticleBlock? other) -> bool
Kiln.ParticleBlock.FaceCamera.get -> bool?
Kiln.ParticleBlock.FaceCamera.init -> void
Kiln.ParticleBlock.Flipbook.get -> Kiln.Flipbook?
Kiln.ParticleBlock.Flipbook.init -> void
Kiln.ParticleBlock.Gravity.get -> float?
Kiln.ParticleBlock.Gravity.init -> void
Kiln.ParticleBlock.Intensity.get -> float?
Kiln.ParticleBlock.Intensity.init -> void
Kiln.ParticleBlock.Lifetime.get -> Kiln.VfxRange?
Kiln.ParticleBlock.Lifetime.init -> void
Kiln.ParticleBlock.Lit.get -> bool?
Kiln.ParticleBlock.Lit.init -> void
Kiln.ParticleBlock.Loop.get -> bool?
Kiln.ParticleBlock.Loop.init -> void
Kiln.ParticleBlock.Material.get -> Kiln.MaterialRef?
Kiln.ParticleBlock.Material.init -> void
Kiln.ParticleBlock.MaxCount.get -> int?
Kiln.ParticleBlock.MaxCount.init -> void
Kiln.ParticleBlock.Mesh.get -> Kiln.ParticleMesh?
Kiln.ParticleBlock.Mesh.init -> void
Kiln.ParticleBlock.ParticleBlock() -> void
Kiln.ParticleBlock.Rate.get -> float?
Kiln.ParticleBlock.Rate.init -> void
Kiln.ParticleBlock.Roll.get -> Kiln.VfxRange?
Kiln.ParticleBlock.Roll.init -> void
Kiln.ParticleBlock.Sampler.get -> Kiln.Sampler?
Kiln.ParticleBlock.Sampler.init -> void
Kiln.ParticleBlock.Shader.get -> Kiln.ParticleShader?
Kiln.ParticleBlock.Shader.init -> void
Kiln.ParticleBlock.Shape.get -> Kiln.SpawnShape?
Kiln.ParticleBlock.Shape.init -> void
Kiln.ParticleBlock.Size.get -> Kiln.Curve?
Kiln.ParticleBlock.Size.init -> void
Kiln.ParticleBlock.SpawnRadius.get -> float?
Kiln.ParticleBlock.SpawnRadius.init -> void
Kiln.ParticleBlock.Speed.get -> Kiln.VfxRange?
Kiln.ParticleBlock.Speed.init -> void
Kiln.ParticleBlock.Spin.get -> Kiln.VfxRange?
Kiln.ParticleBlock.Spin.init -> void
Kiln.ParticleBlock.Spread.get -> Kiln.Shape?
Kiln.ParticleBlock.Spread.init -> void
Kiln.ParticleBlock.Stretch.get -> float?
Kiln.ParticleBlock.Stretch.init -> void
Kiln.ParticleBlock.Texture.get -> Kiln.VfxTexture?
Kiln.ParticleBlock.Texture.init -> void
Kiln.ParticleMesh
Kiln.ParticleMesh.Quad = 0 -> Kiln.ParticleMesh
Kiln.ParticleMesh.QuadXz = 1 -> Kiln.ParticleMesh
Kiln.ParticleShader
Kiln.ParticleShader.<Clone>$() -> Kiln.ParticleShader!
Kiln.ParticleShader.Constants.get -> System.Collections.Generic.IReadOnlyList<float>?
Kiln.ParticleShader.Constants.init -> void
Kiln.ParticleShader.Deconstruct(out string! File, out System.Collections.Generic.IReadOnlyList<float>? Constants) -> void
Kiln.ParticleShader.Equals(Kiln.ParticleShader? other) -> bool
Kiln.ParticleShader.File.get -> string!
Kiln.ParticleShader.File.init -> void
Kiln.ParticleShader.ParticleShader(string! File, System.Collections.Generic.IReadOnlyList<float>? Constants = null) -> void
Kiln.PerkBlock
Kiln.PerkBlock.<Clone>$() -> Kiln.PerkBlock!
Kiln.PerkBlock.Description.get -> string?
Kiln.PerkBlock.Description.init -> void
Kiln.PerkBlock.Equals(Kiln.PerkBlock? other) -> bool
Kiln.PerkBlock.Icon.get -> string?
Kiln.PerkBlock.Icon.init -> void
Kiln.PerkBlock.Modifies.get -> System.Collections.Generic.IDictionary<Kiln.Stat!, double>!
Kiln.PerkBlock.Modifies.init -> void
Kiln.PerkBlock.Name.get -> string!
Kiln.PerkBlock.Name.init -> void
Kiln.PerkBlock.OnHit.get -> Kiln.HitsRef?
Kiln.PerkBlock.OnHit.init -> void
Kiln.PerkBlock.OnHitTaken.get -> Kiln.HitsRef?
Kiln.PerkBlock.OnHitTaken.init -> void
Kiln.PerkBlock.OnKill.get -> Kiln.HitsRef?
Kiln.PerkBlock.OnKill.init -> void
Kiln.PerkBlock.PerkBlock() -> void
Kiln.PerkBlock.Tweak.get -> Kiln.FieldValues!
Kiln.PerkBlock.Tweak.init -> void
Kiln.PerkBlock.Value.get -> string?
Kiln.PerkBlock.Value.init -> void
Kiln.PerkBlock.Was.get -> string?
Kiln.PerkBlock.Was.init -> void
Kiln.PerkRef
Kiln.PerkRef.Deconstruct(out string? Value) -> void
Kiln.PerkRef.Equals(Kiln.PerkRef other) -> bool
Kiln.PerkRef.PerkRef() -> void
Kiln.PerkRef.PerkRef(string? Value) -> void
Kiln.PerkRef.Value.get -> string?
Kiln.PerkRef.Value.init -> void
Kiln.PlaceBlock
Kiln.PlaceBlock.At.get -> double[]?
Kiln.PlaceBlock.At.init -> void
Kiln.PlaceBlock.Distance.get -> double[]?
Kiln.PlaceBlock.Distance.init -> void
Kiln.PlaceBlock.Exact.get -> bool
Kiln.PlaceBlock.Exact.init -> void
Kiln.PlaceBlock.InBase.get -> bool
Kiln.PlaceBlock.InBase.init -> void
Kiln.PlaceBlock.Margin.get -> double?
Kiln.PlaceBlock.Margin.init -> void
Kiln.PlaceBlock.Near.get -> string?
Kiln.PlaceBlock.Near.init -> void
Kiln.PlaceBlock.PlaceBlock() -> void
Kiln.PlaceBlock.PlaceBlock(Kiln.PlaceBlock! original) -> void
Kiln.PlacedDelivery
Kiln.PlacedDelivery.Look.get -> Kiln.ProjectileLook!
Kiln.PlacedDelivery.Look.init -> void
Kiln.PlacedDelivery.PlacedDelivery() -> void
Kiln.PlacedDelivery.PlacedDelivery(Kiln.PlacedDelivery! original) -> void
Kiln.PlacedDelivery.Tweak.get -> Kiln.FieldValues!
Kiln.PlacedDelivery.Tweak.init -> void
Kiln.PlacedDelivery.Vfx.get -> Kiln.VfxRef?
Kiln.PlacedDelivery.Vfx.init -> void
Kiln.PlacementBlock
Kiln.PlacementBlock.<Clone>$() -> Kiln.PlacementBlock!
Kiln.PlacementBlock.Consumed.get -> bool?
Kiln.PlacementBlock.Consumed.init -> void
Kiln.PlacementBlock.Equals(Kiln.PlacementBlock? other) -> bool
Kiln.PlacementBlock.Fog.get -> bool?
Kiln.PlacementBlock.Fog.init -> void
Kiln.PlacementBlock.InBase.get -> bool?
Kiln.PlacementBlock.InBase.init -> void
Kiln.PlacementBlock.On.get -> Kiln.Surface?
Kiln.PlacementBlock.On.init -> void
Kiln.PlacementBlock.PlacementBlock() -> void
Kiln.PlacementBlock.Size.get -> System.Numerics.Vector3?
Kiln.PlacementBlock.Size.init -> void
Kiln.PlacementBlock.Snap.get -> bool?
Kiln.PlacementBlock.Snap.init -> void
Kiln.PlacementBlock.Water.get -> bool?
Kiln.PlacementBlock.Water.init -> void
Kiln.PlayerStateRef
Kiln.PlayerStateRef.Deconstruct(out string! Name) -> void
Kiln.PlayerStateRef.Equals(Kiln.PlayerStateRef other) -> bool
Kiln.PlayerStateRef.Name.get -> string!
Kiln.PlayerStateRef.Name.init -> void
Kiln.PlayerStateRef.PlayerStateRef() -> void
Kiln.PlayerStateRef.PlayerStateRef(string! Name) -> void
Kiln.Price
Kiln.Price.<Clone>$() -> Kiln.Price!
Kiln.Price.Count.get -> int
Kiln.Price.Count.init -> void
Kiln.Price.Deconstruct(out Kiln.ItemRef Item, out int Count) -> void
Kiln.Price.Equals(Kiln.Price? other) -> bool
Kiln.Price.Item.get -> Kiln.ItemRef
Kiln.Price.Item.init -> void
Kiln.Price.Price(Kiln.ItemRef Item, int Count) -> void
Kiln.ProcessingBlock
Kiln.ProcessingBlock.<Clone>$() -> Kiln.ProcessingBlock!
Kiln.ProcessingBlock.Equals(Kiln.ProcessingBlock? other) -> bool
Kiln.ProcessingBlock.GoesOutInRain.get -> bool?
Kiln.ProcessingBlock.GoesOutInRain.init -> void
Kiln.ProcessingBlock.ProcessingBlock() -> void
Kiln.ProcessingBlock.Running.get -> Kiln.RunningBlock?
Kiln.ProcessingBlock.Running.init -> void
Kiln.ProcessingBlock.Slots.get -> int?
Kiln.ProcessingBlock.Slots.init -> void
Kiln.ProjectileBlock
Kiln.ProjectileBlock.<Clone>$() -> Kiln.ProjectileBlock!
Kiln.ProjectileBlock.Equals(Kiln.ProjectileBlock? other) -> bool
Kiln.ProjectileBlock.Gravity.get -> float
Kiln.ProjectileBlock.Gravity.init -> void
Kiln.ProjectileBlock.Homing.get -> Kiln.HomingBlock?
Kiln.ProjectileBlock.Homing.init -> void
Kiln.ProjectileBlock.Look.get -> Kiln.ProjectileLook!
Kiln.ProjectileBlock.Look.init -> void
Kiln.ProjectileBlock.OnHit.get -> System.Collections.Generic.IReadOnlyList<Kiln.EffectRef!>?
Kiln.ProjectileBlock.OnHit.init -> void
Kiln.ProjectileBlock.OnImpact.get -> System.Collections.Generic.IReadOnlyList<Kiln.EffectRef!>?
Kiln.ProjectileBlock.OnImpact.init -> void
Kiln.ProjectileBlock.Pierce.get -> int
Kiln.ProjectileBlock.Pierce.init -> void
Kiln.ProjectileBlock.ProjectileBlock() -> void
Kiln.ProjectileBlock.Range.get -> float
Kiln.ProjectileBlock.Range.init -> void
Kiln.ProjectileBlock.Speed.get -> float
Kiln.ProjectileBlock.Speed.init -> void
Kiln.ProjectileBlock.Tweak.get -> Kiln.FieldValues!
Kiln.ProjectileBlock.Tweak.init -> void
Kiln.ProjectileBlock.Vfx.get -> Kiln.VfxRef?
Kiln.ProjectileBlock.Vfx.init -> void
Kiln.ProjectileLook
Kiln.ProjectileLook.<Clone>$() -> Kiln.ProjectileLook!
Kiln.ProjectileLook.Deconstruct(out string! Key, out string! Projectile, out string! Impact, out string! HandItem) -> void
Kiln.ProjectileLook.Equals(Kiln.ProjectileLook? other) -> bool
Kiln.ProjectileLook.HandItem.get -> string!
Kiln.ProjectileLook.HandItem.init -> void
Kiln.ProjectileLook.Impact.get -> string!
Kiln.ProjectileLook.Impact.init -> void
Kiln.ProjectileLook.Key.get -> string!
Kiln.ProjectileLook.Key.init -> void
Kiln.ProjectileLook.Projectile.get -> string!
Kiln.ProjectileLook.Projectile.init -> void
Kiln.ProjectileLook.ProjectileLook(string! Key, string! Projectile, string! Impact, string! HandItem) -> void
Kiln.PropBlock
Kiln.PropBlock.Collider.get -> Kiln.BoxCollider?
Kiln.PropBlock.Collider.init -> void
Kiln.PropBlock.Colliders.get -> System.Collections.Generic.IReadOnlyList<Kiln.BoxCollider!>?
Kiln.PropBlock.Colliders.init -> void
Kiln.PropBlock.Comfort.get -> Kiln.PartRef<Kiln.ComfortBlock!>?
Kiln.PropBlock.Comfort.init -> void
Kiln.PropBlock.Description.get -> string?
Kiln.PropBlock.Description.init -> void
Kiln.PropBlock.Light.get -> Kiln.VfxRef?
Kiln.PropBlock.Light.init -> void
Kiln.PropBlock.Loot.get -> Kiln.LootBlock?
Kiln.PropBlock.Loot.init -> void
Kiln.PropBlock.Name.get -> string!
Kiln.PropBlock.Name.init -> void
Kiln.PropBlock.OnInteract.get -> Kiln.PartRef<Kiln.InteractBlock!>?
Kiln.PropBlock.OnInteract.init -> void
Kiln.PropBlock.Placement.get -> Kiln.PartRef<Kiln.PlacementBlock!>?
Kiln.PropBlock.Placement.init -> void
Kiln.PropBlock.PropBlock() -> void
Kiln.PropBlock.PropBlock(Kiln.PropBlock! original) -> void
Kiln.PropBlock.Provides.get -> bool
Kiln.PropBlock.Provides.init -> void
Kiln.PropBlock.Recipe.get -> Kiln.RecipeBlock?
Kiln.PropBlock.Recipe.init -> void
Kiln.PropBlock.Tweak.get -> Kiln.FieldValues!
Kiln.PropBlock.Tweak.init -> void
Kiln.PropBlock.TweakPlaced.get -> Kiln.FieldValues!
Kiln.PropBlock.TweakPlaced.init -> void
Kiln.PropBlock.Visual.get -> Kiln.PartRef<Kiln.VisualBlock!>?
Kiln.PropBlock.Visual.init -> void
Kiln.PropBlock.Was.get -> string?
Kiln.PropBlock.Was.init -> void
Kiln.PropRef
Kiln.PropRef.Deconstruct(out string! Value) -> void
Kiln.PropRef.Equals(Kiln.PropRef other) -> bool
Kiln.PropRef.PropRef() -> void
Kiln.PropRef.PropRef(string! Value) -> void
Kiln.PropRef.Value.get -> string!
Kiln.PropRef.Value.init -> void
Kiln.QuestBlock
Kiln.QuestBlock.<Clone>$() -> Kiln.QuestBlock!
Kiln.QuestBlock.Abandonable.get -> bool
Kiln.QuestBlock.Abandonable.init -> void
Kiln.QuestBlock.Auto.get -> bool
Kiln.QuestBlock.Auto.init -> void
Kiln.QuestBlock.Description.get -> Kiln.UiText?
Kiln.QuestBlock.Description.init -> void
Kiln.QuestBlock.Equals(Kiln.QuestBlock? other) -> bool
Kiln.QuestBlock.Giver.get -> string?
Kiln.QuestBlock.Giver.init -> void
Kiln.QuestBlock.Hidden.get -> bool
Kiln.QuestBlock.Hidden.init -> void
Kiln.QuestBlock.Main.get -> bool
Kiln.QuestBlock.Main.init -> void
Kiln.QuestBlock.Name.get -> Kiln.UiText!
Kiln.QuestBlock.Name.init -> void
Kiln.QuestBlock.OnFail.get -> System.Collections.Generic.IReadOnlyList<Kiln.ActionBlock!>?
Kiln.QuestBlock.OnFail.init -> void
Kiln.QuestBlock.OnStart.get -> System.Collections.Generic.IReadOnlyList<Kiln.ActionBlock!>?
Kiln.QuestBlock.OnStart.init -> void
Kiln.QuestBlock.PartyRadius.get -> double?
Kiln.QuestBlock.PartyRadius.init -> void
Kiln.QuestBlock.Priority.get -> int?
Kiln.QuestBlock.Priority.init -> void
Kiln.QuestBlock.QuestBlock() -> void
Kiln.QuestBlock.Repeatable.get -> bool
Kiln.QuestBlock.Repeatable.init -> void
Kiln.QuestBlock.Requires.get -> System.Collections.Generic.IReadOnlyList<Kiln.ConditionBlock!>?
Kiln.QuestBlock.Requires.init -> void
Kiln.QuestBlock.Retryable.get -> bool
Kiln.QuestBlock.Retryable.init -> void
Kiln.QuestBlock.Rewards.get -> Kiln.RewardBlock?
Kiln.QuestBlock.Rewards.init -> void
Kiln.QuestBlock.Scope.get -> Kiln.QuestScope
Kiln.QuestBlock.Scope.init -> void
Kiln.QuestBlock.Source.get -> string?
Kiln.QuestBlock.Source.init -> void
Kiln.QuestBlock.Steps.get -> System.Collections.Generic.IReadOnlyList<Kiln.StepBlock!>!
Kiln.QuestBlock.Steps.init -> void
Kiln.QuestHandle
Kiln.QuestHandle.Definition.get -> Kiln.QuestDefinition!
Kiln.QuestHandle.FullId.get -> string!
Kiln.Rarity
Kiln.Rarity.Common = 0 -> Kiln.Rarity
Kiln.Rarity.Epic = 3 -> Kiln.Rarity
Kiln.Rarity.Legendary = 4 -> Kiln.Rarity
Kiln.Rarity.Rare = 2 -> Kiln.Rarity
Kiln.Rarity.Uncommon = 1 -> Kiln.Rarity
Kiln.ReachGoal
Kiln.ReachGoal.<Clone>$() -> Kiln.ReachGoal!
Kiln.ReachGoal.At.get -> double[]?
Kiln.ReachGoal.At.init -> void
Kiln.ReachGoal.Equals(Kiln.ReachGoal? other) -> bool
Kiln.ReachGoal.Marker.get -> string?
Kiln.ReachGoal.Marker.init -> void
Kiln.ReachGoal.Offset.get -> double[]?
Kiln.ReachGoal.Offset.init -> void
Kiln.ReachGoal.Radius.get -> double?
Kiln.ReachGoal.Radius.init -> void
Kiln.ReachGoal.ReachGoal() -> void
Kiln.ReachGoal.Site.get -> bool
Kiln.ReachGoal.Site.init -> void
Kiln.RecipeBlock
Kiln.RecipeBlock.<Clone>$() -> Kiln.RecipeBlock!
Kiln.RecipeBlock.Burns.get -> System.Collections.Generic.IDictionary<Kiln.ItemRef, int>!
Kiln.RecipeBlock.Burns.init -> void
Kiln.RecipeBlock.Comfort.get -> int?
Kiln.RecipeBlock.Comfort.init -> void
Kiln.RecipeBlock.Equals(Kiln.RecipeBlock? other) -> bool
Kiln.RecipeBlock.Makes.get -> int
Kiln.RecipeBlock.Makes.init -> void
Kiln.RecipeBlock.Needs.get -> System.Collections.Generic.IDictionary<Kiln.ItemRef, int>!
Kiln.RecipeBlock.Needs.init -> void
Kiln.RecipeBlock.NeedsProps.get -> System.Collections.Generic.IReadOnlyList<Kiln.PropRef>?
Kiln.RecipeBlock.NeedsProps.init -> void
Kiln.RecipeBlock.Output.get -> Kiln.ItemRef?
Kiln.RecipeBlock.Output.init -> void
Kiln.RecipeBlock.RecipeBlock() -> void
Kiln.RecipeBlock.Seconds.get -> double?
Kiln.RecipeBlock.Seconds.init -> void
Kiln.RecipeBlock.Sheltered.get -> bool?
Kiln.RecipeBlock.Sheltered.init -> void
Kiln.RecipeBlock.Station.get -> Kiln.StationRef
Kiln.RecipeBlock.Station.init -> void
Kiln.Relation
Kiln.Relation.Friendly = 2 -> Kiln.Relation
Kiln.Relation.Game = 0 -> Kiln.Relation
Kiln.Relation.Hostile = 1 -> Kiln.Relation
Kiln.Relation.Neutral = 3 -> Kiln.Relation
Kiln.Req
Kiln.RequiresBlock
Kiln.RequiresBlock.<Clone>$() -> Kiln.RequiresBlock!
Kiln.RequiresBlock.Count.get -> int
Kiln.RequiresBlock.Count.init -> void
Kiln.RequiresBlock.Equals(Kiln.RequiresBlock? other) -> bool
Kiln.RequiresBlock.If.get -> System.Func<Kiln.Player!, bool>?
Kiln.RequiresBlock.If.init -> void
Kiln.RequiresBlock.Item.get -> Kiln.ItemRef?
Kiln.RequiresBlock.Item.init -> void
Kiln.RequiresBlock.RequiresBlock() -> void
Kiln.RequiresBlock.Time.get -> Kiln.DayPart?
Kiln.RequiresBlock.Time.init -> void
Kiln.RequiresBlock.Unless.get -> System.Collections.Generic.IReadOnlyList<Kiln.PlayerStateRef>?
Kiln.RequiresBlock.Unless.init -> void
Kiln.RequiresBlock.Uses.get -> bool
Kiln.RequiresBlock.Uses.init -> void
Kiln.RequiresBlock.When.get -> System.Collections.Generic.IReadOnlyList<Kiln.PlayerStateRef>?
Kiln.RequiresBlock.When.init -> void
Kiln.Restore
Kiln.RestoreBlock
Kiln.RestoreBlock.<Clone>$() -> Kiln.RestoreBlock!
Kiln.RestoreBlock.Equals(Kiln.RestoreBlock? other) -> bool
Kiln.RestoreBlock.Health.get -> int
Kiln.RestoreBlock.Health.init -> void
Kiln.RestoreBlock.Mana.get -> int
Kiln.RestoreBlock.Mana.init -> void
Kiln.RestoreBlock.RestoreBlock() -> void
Kiln.RestoreBlock.Stamina.get -> int
Kiln.RestoreBlock.Stamina.init -> void
Kiln.RetargetBlock
Kiln.RetargetBlock.<Clone>$() -> Kiln.RetargetBlock!
Kiln.RetargetBlock.ByName.get -> bool?
Kiln.RetargetBlock.ByName.init -> void
Kiln.RetargetBlock.Equals(Kiln.RetargetBlock? other) -> bool
Kiln.RetargetBlock.Map.get -> System.Collections.Generic.IDictionary<string!, string!>!
Kiln.RetargetBlock.Map.init -> void
Kiln.RetargetBlock.Reference.get -> Kiln.RetargetPose?
Kiln.RetargetBlock.Reference.init -> void
Kiln.RetargetBlock.RetargetBlock() -> void
Kiln.RetargetBlock.Scale.get -> double?
Kiln.RetargetBlock.Scale.init -> void
Kiln.RetargetBlock.Translate.get -> System.Collections.Generic.IReadOnlyList<string!>?
Kiln.RetargetBlock.Translate.init -> void
Kiln.RetargetPose
Kiln.RetargetPose.<Clone>$() -> Kiln.RetargetPose!
Kiln.RetargetPose.Animation.get -> string!
Kiln.RetargetPose.Animation.init -> void
Kiln.RetargetPose.At.get -> double
Kiln.RetargetPose.At.init -> void
Kiln.RetargetPose.Deconstruct(out string! Animation, out double At) -> void
Kiln.RetargetPose.Equals(Kiln.RetargetPose? other) -> bool
Kiln.RetargetPose.RetargetPose(string! Animation, double At = 0) -> void
Kiln.RewardBlock
Kiln.RewardBlock.<Clone>$() -> Kiln.RewardBlock!
Kiln.RewardBlock.Equals(Kiln.RewardBlock? other) -> bool
Kiln.RewardBlock.Items.get -> System.Collections.Generic.IDictionary<Kiln.ItemRef, int>!
Kiln.RewardBlock.Items.init -> void
Kiln.RewardBlock.Knowledge.get -> System.Collections.Generic.IReadOnlyList<string!>?
Kiln.RewardBlock.Knowledge.init -> void
Kiln.RewardBlock.LootTable.get -> string?
Kiln.RewardBlock.LootTable.init -> void
Kiln.RewardBlock.RewardBlock() -> void
Kiln.RewardBlock.Status.get -> Kiln.StatusApply?
Kiln.RewardBlock.Status.init -> void
Kiln.RewardBlock.Xp.get -> uint?
Kiln.RewardBlock.Xp.init -> void
Kiln.RoamBlock
Kiln.RoamBlock.<Clone>$() -> Kiln.RoamBlock!
Kiln.RoamBlock.Equals(Kiln.RoamBlock? other) -> bool
Kiln.RoamBlock.FromHome.get -> double?
Kiln.RoamBlock.FromHome.init -> void
Kiln.RoamBlock.Max.get -> double?
Kiln.RoamBlock.Max.init -> void
Kiln.RoamBlock.Min.get -> double?
Kiln.RoamBlock.Min.init -> void
Kiln.RoamBlock.RoamBlock() -> void
Kiln.RosterBlock
Kiln.RosterBlock.<Clone>$() -> Kiln.RosterBlock!
Kiln.RosterBlock.Description.get -> string?
Kiln.RosterBlock.Description.init -> void
Kiln.RosterBlock.Equals(Kiln.RosterBlock? other) -> bool
Kiln.RosterBlock.RoamingRange.get -> double?
Kiln.RosterBlock.RoamingRange.init -> void
Kiln.RosterBlock.RosterBlock() -> void
Kiln.RosterBlock.SummonTool.get -> string?
Kiln.RosterBlock.SummonTool.init -> void
Kiln.RosterBlock.UnlockedBy.get -> string?
Kiln.RosterBlock.UnlockedBy.init -> void
Kiln.RuleBlock
Kiln.RuleBlock.<Clone>$() -> Kiln.RuleBlock!
Kiln.RuleBlock.Chance.get -> double
Kiln.RuleBlock.Chance.init -> void
Kiln.RuleBlock.Cooldown.get -> double
Kiln.RuleBlock.Cooldown.init -> void
Kiln.RuleBlock.Do.get -> System.Collections.Generic.IReadOnlyList<Kiln.RuleAction!>!
Kiln.RuleBlock.Do.init -> void
Kiln.RuleBlock.Equals(Kiln.RuleBlock? other) -> bool
Kiln.RuleBlock.Every.get -> double
Kiln.RuleBlock.Every.init -> void
Kiln.RuleBlock.Name.get -> string?
Kiln.RuleBlock.Name.init -> void
Kiln.RuleBlock.On.get -> Kiln.RuleMode
Kiln.RuleBlock.On.init -> void
Kiln.RuleBlock.RuleBlock() -> void
Kiln.RuleBlock.When.get -> System.Collections.Generic.IReadOnlyList<Kiln.RuleCondition!>!
Kiln.RuleBlock.When.init -> void
Kiln.RunningBlock
Kiln.RunningBlock.<Clone>$() -> Kiln.RunningBlock!
Kiln.RunningBlock.Equals(Kiln.RunningBlock? other) -> bool
Kiln.RunningBlock.RunningBlock() -> void
Kiln.RunningBlock.Sound.get -> Kiln.SoundRef?
Kiln.RunningBlock.Sound.init -> void
Kiln.RunningBlock.Vfx.get -> Kiln.VfxRef?
Kiln.RunningBlock.Vfx.init -> void
Kiln.Sampler
Kiln.Sampler.Clamp = 2 -> Kiln.Sampler
Kiln.Sampler.ClampToZero = 3 -> Kiln.Sampler
Kiln.Sampler.Mirror = 1 -> Kiln.Sampler
Kiln.Sampler.Wrap = 0 -> Kiln.Sampler
Kiln.ScreenEffectBlock
Kiln.ScreenEffectBlock.Comment.init -> void
Kiln.ScreenEffectBlock.Equals(Kiln.ScreenEffectBlock? other) -> bool
Kiln.ScreenEffectBlock.Range.get -> float?
Kiln.ScreenEffectBlock.Range.init -> void
Kiln.ScreenEffectBlock.ScreenEffectBlock() -> void
Kiln.ScreenEffectBlock.Was.get -> string?
Kiln.ScreenEffectBlock.Was.init -> void
Kiln.ScreenRef
Kiln.ScreenRef.Inline.get -> Kiln.ScreenEffectBlock?
Kiln.ScreenRef.Name.get -> string?
Kiln.SeatBlock
Kiln.SeatBlock.Equals(Kiln.SeatBlock? other) -> bool
Kiln.SeatBlock.SeatBlock() -> void
Kiln.SeatBlock.Sits.get -> Kiln.SpotBlock?
Kiln.SeatBlock.Sits.init -> void
Kiln.SelfBlock
Kiln.SelfBlock.Effects.get -> System.Collections.Generic.IReadOnlyList<Kiln.EffectRef!>!
Kiln.SelfBlock.Effects.init -> void
Kiln.SelfBlock.Equals(Kiln.SelfBlock? other) -> bool
Kiln.SelfBlock.SelfBlock() -> void
Kiln.SeparatorRow
Kiln.SeparatorRow.Equals(Kiln.SeparatorRow? other) -> bool
Kiln.SeparatorRow.SeparatorRow() -> void
Kiln.SeparatorRow.Text.get -> Kiln.UiText?
Kiln.SeparatorRow.Text.init -> void
Kiln.Shape
Kiln.Shape.<Clone>$() -> Kiln.Shape!
Kiln.Shape.Equals(Kiln.Shape? other) -> bool
Kiln.Shape.Shape() -> void
Kiln.SliderRow
Kiln.SliderRow.Bind.get -> string!
Kiln.SliderRow.Bind.init -> void
Kiln.SliderRow.Equals(Kiln.SliderRow? other) -> bool
Kiln.SliderRow.Label.get -> Kiln.UiText!
Kiln.SliderRow.Label.init -> void
Kiln.SliderRow.Max.get -> double?
Kiln.SliderRow.Max.init -> void
Kiln.SliderRow.Min.get -> double?
Kiln.SliderRow.Min.init -> void
Kiln.SliderRow.SliderRow() -> void
Kiln.SoundBlock
Kiln.SoundBlock.<Clone>$() -> Kiln.SoundBlock!
Kiln.SoundBlock.Clips.get -> System.Collections.Generic.IReadOnlyList<string!>!
Kiln.SoundBlock.Clips.init -> void
Kiln.SoundBlock.Equals(Kiln.SoundBlock? other) -> bool
Kiln.SoundBlock.Loop.get -> bool?
Kiln.SoundBlock.Loop.init -> void
Kiln.SoundBlock.Normalize.get -> double?
Kiln.SoundBlock.Normalize.init -> void
Kiln.SoundBlock.PitchRandomness.get -> double?
Kiln.SoundBlock.PitchRandomness.init -> void
Kiln.SoundBlock.Range.get -> double[]?
Kiln.SoundBlock.Range.init -> void
Kiln.SoundBlock.Scene.get -> string?
Kiln.SoundBlock.Scene.init -> void
Kiln.SoundBlock.SoundBlock() -> void
Kiln.SoundBlock.Volume.get -> double?
Kiln.SoundBlock.Volume.init -> void
Kiln.SoundRef
Kiln.SoundRef.Deconstruct(out string! Value) -> void
Kiln.SoundRef.Equals(Kiln.SoundRef other) -> bool
Kiln.SoundRef.SoundRef() -> void
Kiln.SoundRef.SoundRef(string! Value) -> void
Kiln.SoundRef.Value.get -> string!
Kiln.SoundRef.Value.init -> void
Kiln.SpawnBlock
Kiln.SpawnBlock.<Clone>$() -> Kiln.SpawnBlock!
Kiln.SpawnBlock.Chance.get -> double
Kiln.SpawnBlock.Chance.init -> void
Kiln.SpawnBlock.DayOnly.get -> bool
Kiln.SpawnBlock.DayOnly.init -> void
Kiln.SpawnBlock.Equals(Kiln.SpawnBlock? other) -> bool
Kiln.SpawnBlock.NightOnly.get -> bool
Kiln.SpawnBlock.NightOnly.init -> void
Kiln.SpawnBlock.Replaces.get -> string!
Kiln.SpawnBlock.Replaces.init -> void
Kiln.SpawnBlock.SpawnBlock() -> void
Kiln.SpawnShape
Kiln.SpawnShape.<Clone>$() -> Kiln.SpawnShape!
Kiln.SpawnShape.Equals(Kiln.SpawnShape? other) -> bool
Kiln.SpawnShape.SpawnShape() -> void
Kiln.SpellBlock
Kiln.SpellBlock.<Clone>$() -> Kiln.SpellBlock!
Kiln.SpellBlock.Cast.get -> Kiln.CastBlock!
Kiln.SpellBlock.Cast.init -> void
Kiln.SpellBlock.Delivery.get -> Kiln.IDeliveryBlock!
Kiln.SpellBlock.Delivery.init -> void
Kiln.SpellBlock.Description.get -> string?
Kiln.SpellBlock.Description.init -> void
Kiln.SpellBlock.Equals(Kiln.SpellBlock? other) -> bool
Kiln.SpellBlock.Level.get -> int
Kiln.SpellBlock.Level.init -> void
Kiln.SpellBlock.MaxCharges.get -> int
Kiln.SpellBlock.MaxCharges.init -> void
Kiln.SpellBlock.Name.get -> string!
Kiln.SpellBlock.Name.init -> void
Kiln.SpellBlock.OnCast.get -> System.Collections.Generic.IReadOnlyList<Kiln.EffectRef!>?
Kiln.SpellBlock.OnCast.init -> void
Kiln.SpellBlock.Recipe.get -> Kiln.RecipeBlock?
Kiln.SpellBlock.Recipe.init -> void
Kiln.SpellBlock.SpellBlock() -> void
Kiln.SpellBlock.Tweak.get -> Kiln.FieldValues!
Kiln.SpellBlock.Tweak.init -> void
Kiln.SpellBlock.Was.get -> string?
Kiln.SpellBlock.Was.init -> void
Kiln.Sphere
Kiln.SpotBlock
Kiln.SpotBlock.<Clone>$() -> Kiln.SpotBlock!
Kiln.SpotBlock.At.get -> System.Numerics.Vector3
Kiln.SpotBlock.At.init -> void
Kiln.SpotBlock.Equals(Kiln.SpotBlock? other) -> bool
Kiln.SpotBlock.Facing.get -> double
Kiln.SpotBlock.Facing.init -> void
Kiln.SpotBlock.SpotBlock() -> void
Kiln.Stat
Kiln.Stat.<Clone>$() -> Kiln.Stat!
Kiln.Stat.Attribute.get -> System.Guid
Kiln.Stat.Attribute.init -> void
Kiln.Stat.Deconstruct(out string! Key, out System.Guid Attribute, out bool Whole, out bool Subtract) -> void
Kiln.Stat.Equals(Kiln.Stat? other) -> bool
Kiln.Stat.Key.get -> string!
Kiln.Stat.Key.init -> void
Kiln.Stat.Stat(string! Key, System.Guid Attribute, bool Whole = false, bool Subtract = false) -> void
Kiln.Stat.Subtract.get -> bool
Kiln.Stat.Subtract.init -> void
Kiln.Stat.Whole.get -> bool
Kiln.Stat.Whole.init -> void
Kiln.StationBlock
Kiln.StationBlock.Equals(Kiln.StationBlock? other) -> bool
Kiln.StationBlock.Kind.get -> Kiln.StationKind?
Kiln.StationBlock.Kind.init -> void
Kiln.StationBlock.Menu.get -> Kiln.PartRef<Kiln.MenuBlock!>?
Kiln.StationBlock.Menu.init -> void
Kiln.StationBlock.OwnWorkshop.get -> bool?
Kiln.StationBlock.OwnWorkshop.init -> void
Kiln.StationBlock.Processing.get -> Kiln.PartRef<Kiln.ProcessingBlock!>?
Kiln.StationBlock.Processing.init -> void
Kiln.StationBlock.Recipes.get -> System.Collections.Generic.IReadOnlyList<Kiln.RecipeBlock!>?
Kiln.StationBlock.Recipes.init -> void
Kiln.StationBlock.StationBlock() -> void
Kiln.StationKind
Kiln.StationKind.<Clone>$() -> Kiln.StationKind!
Kiln.StationKind.Deconstruct(out string! Key, out string! Item, out string! Template, out string! Workshop, out bool Timed) -> void
Kiln.StationKind.Equals(Kiln.StationKind? other) -> bool
Kiln.StationKind.Item.get -> string!
Kiln.StationKind.Item.init -> void
Kiln.StationKind.Key.get -> string!
Kiln.StationKind.Key.init -> void
Kiln.StationKind.StationKind(string! Key, string! Item, string! Template, string! Workshop, bool Timed = false) -> void
Kiln.StationKind.Template.get -> string!
Kiln.StationKind.Template.init -> void
Kiln.StationKind.Timed.get -> bool
Kiln.StationKind.Timed.init -> void
Kiln.StationKind.Workshop.get -> string!
Kiln.StationKind.Workshop.init -> void
Kiln.StationNeeds
Kiln.StationNeeds.AboveWater = 32 -> Kiln.StationNeeds
Kiln.StationNeeds.EnergyAmount = 4 -> Kiln.StationNeeds
Kiln.StationNeeds.EnergySourceInRange = 2 -> Kiln.StationNeeds
Kiln.StationNeeds.InputMaterials = 8 -> Kiln.StationNeeds
Kiln.StationNeeds.None = 0 -> Kiln.StationNeeds
Kiln.StationNeeds.OutputSpace = 16 -> Kiln.StationNeeds
Kiln.StationNeeds.Recipe = 1 -> Kiln.StationNeeds
Kiln.StationRef
Kiln.StationRef.Deconstruct(out string! Value) -> void
Kiln.StationRef.Equals(Kiln.StationRef other) -> bool
Kiln.StationRef.StationRef() -> void
Kiln.StationRef.StationRef(string! Value) -> void
Kiln.StationRef.Value.get -> string!
Kiln.StationRef.Value.init -> void
Kiln.StationState
Kiln.StationState.MissingMaterials = 1 -> Kiln.StationState
Kiln.StationState.MissingOutputSpace = 5 -> Kiln.StationState
Kiln.StationState.NoRecipe = 0 -> Kiln.StationState
Kiln.StationState.Paused = 2 -> Kiln.StationState
Kiln.StationState.Running = 4 -> Kiln.StationState
Kiln.StationState.Stopped = 3 -> Kiln.StationState
Kiln.StationStatus
Kiln.StationStatus.<Clone>$() -> Kiln.StationStatus!
Kiln.StationStatus.Deconstruct(out Kiln.StationState State, out uint Running, out uint Next, out System.TimeSpan Started, out Kiln.StationNeeds Needs, out bool StoppedByPlayer) -> void
Kiln.StationStatus.Equals(Kiln.StationStatus? other) -> bool
Kiln.StationStatus.Needs.get -> Kiln.StationNeeds
Kiln.StationStatus.Needs.init -> void
Kiln.StationStatus.Next.get -> uint
Kiln.StationStatus.Next.init -> void
Kiln.StationStatus.Running.get -> uint
Kiln.StationStatus.Running.init -> void
Kiln.StationStatus.Started.get -> System.TimeSpan
Kiln.StationStatus.Started.init -> void
Kiln.StationStatus.State.get -> Kiln.StationState
Kiln.StationStatus.State.init -> void
Kiln.StationStatus.StationStatus(Kiln.StationState State, uint Running, uint Next, System.TimeSpan Started, Kiln.StationNeeds Needs, bool StoppedByPlayer) -> void
Kiln.StationStatus.StoppedByPlayer.get -> bool
Kiln.StationStatus.StoppedByPlayer.init -> void
Kiln.Stations
Kiln.StatusApply
Kiln.StatusApply.<Clone>$() -> Kiln.StatusApply!
Kiln.StatusApply.Equals(Kiln.StatusApply? other) -> bool
Kiln.StatusApply.Seconds.get -> double?
Kiln.StatusApply.Seconds.init -> void
Kiln.StatusApply.Status.get -> Kiln.StatusRef!
Kiln.StatusApply.Status.init -> void
Kiln.StatusApply.StatusApply() -> void
Kiln.StatusBlock
Kiln.StatusBlock.<Clone>$() -> Kiln.StatusBlock!
Kiln.StatusBlock.Description.get -> string?
Kiln.StatusBlock.Description.init -> void
Kiln.StatusBlock.Equals(Kiln.StatusBlock? other) -> bool
Kiln.StatusBlock.Icon.get -> string?
Kiln.StatusBlock.Icon.init -> void
Kiln.StatusBlock.Kind.get -> Kiln.StatusKind
Kiln.StatusBlock.Kind.init -> void
Kiln.StatusBlock.Look.get -> Kiln.StatusLook?
Kiln.StatusBlock.Look.init -> void
Kiln.StatusBlock.Modifies.get -> System.Collections.Generic.IDictionary<Kiln.Stat!, double>!
Kiln.StatusBlock.Modifies.init -> void
Kiln.StatusBlock.Name.get -> string!
Kiln.StatusBlock.Name.init -> void
Kiln.StatusBlock.OnApply.get -> System.Collections.Generic.IReadOnlyList<Kiln.EffectRef!>?
Kiln.StatusBlock.OnApply.init -> void
Kiln.StatusBlock.OnExpire.get -> System.Collections.Generic.IReadOnlyList<Kiln.EffectRef!>?
Kiln.StatusBlock.OnExpire.init -> void
Kiln.StatusBlock.OnTick.get -> System.Collections.Generic.IReadOnlyList<Kiln.EffectRef!>?
Kiln.StatusBlock.OnTick.init -> void
Kiln.StatusBlock.Refreshes.get -> bool
Kiln.StatusBlock.Refreshes.init -> void
Kiln.StatusBlock.Screen.get -> Kiln.ScreenRef?
Kiln.StatusBlock.Screen.init -> void
Kiln.StatusBlock.Seconds.get -> double
Kiln.StatusBlock.Seconds.init -> void
Kiln.StatusBlock.StatusBlock() -> void
Kiln.StatusBlock.TickEvery.get -> double
Kiln.StatusBlock.TickEvery.init -> void
Kiln.StatusBlock.Tweak.get -> Kiln.FieldValues!
Kiln.StatusBlock.Tweak.init -> void
Kiln.StatusBlock.Vfx.get -> Kiln.VfxRef?
Kiln.StatusBlock.Vfx.init -> void
Kiln.StatusBlock.Was.get -> string?
Kiln.StatusBlock.Was.init -> void
Kiln.StatusBlock.While.get -> Kiln.PlayerStateRef?
Kiln.StatusBlock.While.init -> void
Kiln.StatusKind
Kiln.StatusKind.Buff = 1 -> Kiln.StatusKind
Kiln.StatusKind.Debuff = 0 -> Kiln.StatusKind
Kiln.StatusLook
Kiln.StatusLook.<Clone>$() -> Kiln.StatusLook!
Kiln.StatusLook.Body.get -> Kiln.VfxRef?
Kiln.StatusLook.Body.init -> void
Kiln.StatusLook.Deconstruct(out string! Key, out string! Starter) -> void
Kiln.StatusLook.Equals(Kiln.StatusLook? other) -> bool
Kiln.StatusLook.Key.get -> string!
Kiln.StatusLook.Key.init -> void
Kiln.StatusLook.Starter.get -> string!
Kiln.StatusLook.Starter.init -> void
Kiln.StatusLook.StatusLook(string! Key, string! Starter) -> void
Kiln.StatusRef
Kiln.StatusRef.Inline.get -> Kiln.StatusBlock?
Kiln.StatusRef.Name.get -> string?
Kiln.StepBlock
Kiln.StepBlock.<Clone>$() -> Kiln.StepBlock!
Kiln.StepBlock.Equals(Kiln.StepBlock? other) -> bool
Kiln.StepBlock.Id.get -> string!
Kiln.StepBlock.Id.init -> void
Kiln.StepBlock.Marker.get -> Kiln.MarkerBlock?
Kiln.StepBlock.Marker.init -> void
Kiln.StepBlock.Objective.get -> Kiln.ObjectiveBlock?
Kiln.StepBlock.Objective.init -> void
Kiln.StepBlock.Objectives.get -> System.Collections.Generic.IReadOnlyList<Kiln.ObjectiveBlock!>?
Kiln.StepBlock.Objectives.init -> void
Kiln.StepBlock.OnDone.get -> System.Collections.Generic.IReadOnlyList<Kiln.ActionBlock!>?
Kiln.StepBlock.OnDone.init -> void
Kiln.StepBlock.OnEnter.get -> System.Collections.Generic.IReadOnlyList<Kiln.ActionBlock!>?
Kiln.StepBlock.OnEnter.init -> void
Kiln.StepBlock.RecommendedLevel.get -> int
Kiln.StepBlock.RecommendedLevel.init -> void
Kiln.StepBlock.Rewards.get -> Kiln.RewardBlock?
Kiln.StepBlock.Rewards.init -> void
Kiln.StepBlock.Site.get -> Kiln.PlaceBlock?
Kiln.StepBlock.Site.init -> void
Kiln.StepBlock.Spawn.get -> System.Collections.Generic.IReadOnlyList<Kiln.StepSpawnBlock!>?
Kiln.StepBlock.Spawn.init -> void
Kiln.StepBlock.StepBlock() -> void
Kiln.StepBlock.Text.get -> Kiln.UiText?
Kiln.StepBlock.Text.init -> void
Kiln.StepBlock.Title.get -> Kiln.UiText?
Kiln.StepBlock.Title.init -> void
Kiln.StepBlock.Voice.get -> string?
Kiln.StepBlock.Voice.init -> void
Kiln.StepSpawnBlock
Kiln.StepSpawnBlock.Count.get -> int
Kiln.StepSpawnBlock.Count.init -> void
Kiln.StepSpawnBlock.Equals(Kiln.StepSpawnBlock? other) -> bool
Kiln.StepSpawnBlock.Level.get -> int
Kiln.StepSpawnBlock.Level.init -> void
Kiln.StepSpawnBlock.Retries.get -> int?
Kiln.StepSpawnBlock.Retries.init -> void
Kiln.StepSpawnBlock.Spread.get -> double?
Kiln.StepSpawnBlock.Spread.init -> void
Kiln.StepSpawnBlock.StepSpawnBlock() -> void
Kiln.StepSpawnBlock.Tag.get -> string?
Kiln.StepSpawnBlock.Tag.init -> void
Kiln.StepSpawnBlock.Template.get -> Kiln.TemplateRef
Kiln.StepSpawnBlock.Template.init -> void
Kiln.StrengthBlock
Kiln.StrengthBlock.<Clone>$() -> Kiln.StrengthBlock!
Kiln.StrengthBlock.Breaks.get -> Kiln.Breaks?
Kiln.StrengthBlock.Breaks.init -> void
Kiln.StrengthBlock.Drops.get -> string?
Kiln.StrengthBlock.Drops.init -> void
Kiln.StrengthBlock.Equals(Kiln.StrengthBlock? other) -> bool
Kiln.StrengthBlock.Hardness.get -> Kiln.Hardness?
Kiln.StrengthBlock.Hardness.init -> void
Kiln.StrengthBlock.Health.get -> int?
Kiln.StrengthBlock.Health.init -> void
Kiln.StrengthBlock.ItemsPerBlocks.get -> int?
Kiln.StrengthBlock.ItemsPerBlocks.init -> void
Kiln.StrengthBlock.StrengthBlock() -> void
Kiln.SummonBlock
Kiln.SummonBlock.Ahead.get -> float
Kiln.SummonBlock.Ahead.init -> void
Kiln.SummonBlock.Count.get -> int
Kiln.SummonBlock.Count.init -> void
Kiln.SummonBlock.Equals(Kiln.SummonBlock? other) -> bool
Kiln.SummonBlock.Seconds.get -> double?
Kiln.SummonBlock.Seconds.init -> void
Kiln.SummonBlock.SummonBlock() -> void
Kiln.SummonBlock.Template.get -> Kiln.TemplateRef
Kiln.SummonBlock.Template.init -> void
Kiln.SummonSide
Kiln.SummonSide.Own = 1 -> Kiln.SummonSide
Kiln.SummonSide.Summoner = 0 -> Kiln.SummonSide
Kiln.Surface
Kiln.Surface.Ceiling = 4 -> Kiln.Surface
Kiln.Surface.Floor = 1 -> Kiln.Surface
Kiln.Surface.Wall = 2 -> Kiln.Surface
Kiln.SurfaceBlock
Kiln.SurfaceBlock.<Clone>$() -> Kiln.SurfaceBlock!
Kiln.SurfaceBlock.Bevel.get -> float?
Kiln.SurfaceBlock.Bevel.init -> void
Kiln.SurfaceBlock.Bottom.get -> Kiln.SurfaceLayer?
Kiln.SurfaceBlock.Bottom.init -> void
Kiln.SurfaceBlock.Comment.init -> void
Kiln.SurfaceBlock.Decoration.get -> string?
Kiln.SurfaceBlock.Decoration.init -> void
Kiln.SurfaceBlock.Edge.get -> Kiln.SurfaceLayer?
Kiln.SurfaceBlock.Edge.init -> void
Kiln.SurfaceBlock.EdgeCurve.get -> float?
Kiln.SurfaceBlock.EdgeCurve.init -> void
Kiln.SurfaceBlock.EdgeOnlySide.get -> bool?
Kiln.SurfaceBlock.EdgeOnlySide.init -> void
Kiln.SurfaceBlock.EdgeTop.get -> Kiln.SurfaceLayer?
Kiln.SurfaceBlock.EdgeTop.init -> void
Kiln.SurfaceBlock.Equals(Kiln.SurfaceBlock? other) -> bool
Kiln.SurfaceBlock.Mapping.get -> Kiln.SurfaceMapping?
Kiln.SurfaceBlock.Mapping.init -> void
Kiln.SurfaceBlock.Noise.get -> Kiln.SurfaceLayer?
Kiln.SurfaceBlock.Noise.init -> void
Kiln.SurfaceBlock.NoiseRange.get -> (float Start, float Full)?
Kiln.SurfaceBlock.NoiseRange.init -> void
Kiln.SurfaceBlock.Side.get -> Kiln.SurfaceLayer?
Kiln.SurfaceBlock.Side.init -> void
Kiln.SurfaceBlock.SurfaceBlock() -> void
Kiln.SurfaceBlock.Top.get -> Kiln.SurfaceLayer?
Kiln.SurfaceBlock.Top.init -> void
Kiln.SurfaceDisplacement
Kiln.SurfaceDisplacement.<Clone>$() -> Kiln.SurfaceDisplacement!
Kiln.SurfaceDisplacement.Equals(Kiln.SurfaceDisplacement? other) -> bool
Kiln.SurfaceDisplacement.Offset.get -> float?
Kiln.SurfaceDisplacement.Offset.init -> void
Kiln.SurfaceDisplacement.Scale.get -> float?
Kiln.SurfaceDisplacement.Scale.init -> void
Kiln.SurfaceDisplacement.SurfaceDisplacement() -> void
Kiln.SurfaceEmissive
Kiln.SurfaceEmissive.<Clone>$() -> Kiln.SurfaceEmissive!
Kiln.SurfaceEmissive.Color.get -> string?
Kiln.SurfaceEmissive.Color.init -> void
Kiln.SurfaceEmissive.Equals(Kiln.SurfaceEmissive? other) -> bool
Kiln.SurfaceEmissive.Exposure.get -> float?
Kiln.SurfaceEmissive.Exposure.init -> void
Kiln.SurfaceEmissive.Gi.get -> float?
Kiln.SurfaceEmissive.Gi.init -> void
Kiln.SurfaceEmissive.Map.get -> string?
Kiln.SurfaceEmissive.Map.init -> void
Kiln.SurfaceEmissive.Strength.get -> float?
Kiln.SurfaceEmissive.Strength.init -> void
Kiln.SurfaceEmissive.SurfaceEmissive() -> void
Kiln.SurfaceLayer
Kiln.SurfaceLayer.<Clone>$() -> Kiln.SurfaceLayer!
Kiln.SurfaceLayer.Albedo.get -> string?
Kiln.SurfaceLayer.Albedo.init -> void
Kiln.SurfaceLayer.Ao.get -> Kiln.SurfaceValue?
Kiln.SurfaceLayer.Ao.init -> void
Kiln.SurfaceLayer.Displacement.get -> Kiln.SurfaceDisplacement?
Kiln.SurfaceLayer.Displacement.init -> void
Kiln.SurfaceLayer.Emissive.get -> Kiln.SurfaceEmissive?
Kiln.SurfaceLayer.Emissive.init -> void
Kiln.SurfaceLayer.Equals(Kiln.SurfaceLayer? other) -> bool
Kiln.SurfaceLayer.Game.get -> string?
Kiln.SurfaceLayer.Game.init -> void
Kiln.SurfaceLayer.Height.get -> Kiln.SurfaceValue?
Kiln.SurfaceLayer.Height.init -> void
Kiln.SurfaceLayer.Layer.get -> Kiln.SurfacePart?
Kiln.SurfaceLayer.Layer.init -> void
Kiln.SurfaceLayer.Metallic.get -> Kiln.SurfaceValue?
Kiln.SurfaceLayer.Metallic.init -> void
Kiln.SurfaceLayer.Normal.get -> Kiln.NormalMap?
Kiln.SurfaceLayer.Normal.init -> void
Kiln.SurfaceLayer.Reflectance.get -> Kiln.SurfaceValue?
Kiln.SurfaceLayer.Reflectance.init -> void
Kiln.SurfaceLayer.Roughness.get -> Kiln.SurfaceValue?
Kiln.SurfaceLayer.Roughness.init -> void
Kiln.SurfaceLayer.SurfaceLayer() -> void
Kiln.SurfaceLayer.Tiling.get -> float?
Kiln.SurfaceLayer.Tiling.init -> void
Kiln.SurfaceLayer.Tint.get -> string?
Kiln.SurfaceLayer.Tint.init -> void
Kiln.SurfaceMapping
Kiln.SurfaceMapping.Default = 0 -> Kiln.SurfaceMapping
Kiln.SurfaceMapping.Wood = 1 -> Kiln.SurfaceMapping
Kiln.SurfacePart
Kiln.SurfacePart.Bottom = 2 -> Kiln.SurfacePart
Kiln.SurfacePart.Edge = 3 -> Kiln.SurfacePart
Kiln.SurfacePart.EdgeTop = 4 -> Kiln.SurfacePart
Kiln.SurfacePart.Noise = 5 -> Kiln.SurfacePart
Kiln.SurfacePart.Side = 0 -> Kiln.SurfacePart
Kiln.SurfacePart.Top = 1 -> Kiln.SurfacePart
Kiln.SurfaceValue
Kiln.SurfaceValue.Equals(Kiln.SurfaceValue other) -> bool
Kiln.SurfaceValue.SurfaceValue() -> void
Kiln.TableBlockHandle<T>
Kiln.TableBlockHandle<T>.CellId.get -> int
Kiln.TableBlockHandle<T>.Status.get -> Kiln.TableBlockStatus
Kiln.TableBlockStatus
Kiln.TableBlockStatus.Off = 2 -> Kiln.TableBlockStatus
Kiln.TableBlockStatus.Pending = 1 -> Kiln.TableBlockStatus
Kiln.TableBlockStatus.Registered = 0 -> Kiln.TableBlockStatus
Kiln.TalentBlock
Kiln.TalentBlock.<Clone>$() -> Kiln.TalentBlock!
Kiln.TalentBlock.CharacterLevel.get -> int
Kiln.TalentBlock.CharacterLevel.init -> void
Kiln.TalentBlock.Column.get -> int?
Kiln.TalentBlock.Column.init -> void
Kiln.TalentBlock.Cost.get -> int
Kiln.TalentBlock.Cost.init -> void
Kiln.TalentBlock.Description.get -> string?
Kiln.TalentBlock.Description.init -> void
Kiln.TalentBlock.Equals(Kiln.TalentBlock? other) -> bool
Kiln.TalentBlock.Game.get -> Kiln.GameTreePlace?
Kiln.TalentBlock.Game.init -> void
Kiln.TalentBlock.Icon.get -> string?
Kiln.TalentBlock.Icon.init -> void
Kiln.TalentBlock.Keeps.get -> Kiln.StatusRef?
Kiln.TalentBlock.Keeps.init -> void
Kiln.TalentBlock.MaxLevel.get -> int
Kiln.TalentBlock.MaxLevel.init -> void
Kiln.TalentBlock.Modifies.get -> System.Collections.Generic.IDictionary<Kiln.Stat!, double>!
Kiln.TalentBlock.Modifies.init -> void
Kiln.TalentBlock.Name.get -> string!
Kiln.TalentBlock.Name.init -> void
Kiln.TalentBlock.OnHit.get -> Kiln.HitsRef?
Kiln.TalentBlock.OnHit.init -> void
Kiln.TalentBlock.OnHitTaken.get -> Kiln.HitsRef?
Kiln.TalentBlock.OnHitTaken.init -> void
Kiln.TalentBlock.OnKill.get -> Kiln.HitsRef?
Kiln.TalentBlock.OnKill.init -> void
Kiln.TalentBlock.OnStart.get -> System.Collections.Generic.IReadOnlyList<Kiln.EffectRef!>?
Kiln.TalentBlock.OnStart.init -> void
Kiln.TalentBlock.PointsSpent.get -> int
Kiln.TalentBlock.PointsSpent.init -> void
Kiln.TalentBlock.RequireAll.get -> bool
Kiln.TalentBlock.RequireAll.init -> void
Kiln.TalentBlock.Requires.get -> System.Collections.Generic.IReadOnlyList<string!>?
Kiln.TalentBlock.Requires.init -> void
Kiln.TalentBlock.Row.get -> int?
Kiln.TalentBlock.Row.init -> void
Kiln.TalentBlock.TalentBlock() -> void
Kiln.TalentBlock.Texts.get -> System.Collections.Generic.IReadOnlyDictionary<string!, Kiln.ItemTexts!>?
Kiln.TalentBlock.Texts.init -> void
Kiln.TalentBlock.Unlocks.get -> Kiln.AbilityRef?
Kiln.TalentBlock.Unlocks.init -> void
Kiln.TalentBlock.Was.get -> string?
Kiln.TalentBlock.Was.init -> void
Kiln.TalentPointsBlock
Kiln.TalentPointsBlock.<Clone>$() -> Kiln.TalentPointsBlock!
Kiln.TalentPointsBlock.Equals(Kiln.TalentPointsBlock? other) -> bool
Kiln.TalentPointsBlock.PerLevel.get -> int
Kiln.TalentPointsBlock.PerLevel.init -> void
Kiln.TalentPointsBlock.ShareOfGame.get -> double?
Kiln.TalentPointsBlock.ShareOfGame.init -> void
Kiln.TalentPointsBlock.Start.get -> int
Kiln.TalentPointsBlock.Start.init -> void
Kiln.TalentPointsBlock.TalentPointsBlock() -> void
Kiln.TalentTreeBlock
Kiln.TalentTreeBlock.<Clone>$() -> Kiln.TalentTreeBlock!
Kiln.TalentTreeBlock.Description.get -> string?
Kiln.TalentTreeBlock.Description.init -> void
Kiln.TalentTreeBlock.Equals(Kiln.TalentTreeBlock? other) -> bool
Kiln.TalentTreeBlock.Key.get -> string?
Kiln.TalentTreeBlock.Key.init -> void
Kiln.TalentTreeBlock.Menu.get -> string?
Kiln.TalentTreeBlock.Menu.init -> void
Kiln.TalentTreeBlock.Name.get -> string!
Kiln.TalentTreeBlock.Name.init -> void
Kiln.TalentTreeBlock.Nodes.get -> System.Collections.Generic.IDictionary<string!, Kiln.PartRef<Kiln.TalentBlock!>!>!
Kiln.TalentTreeBlock.Nodes.init -> void
Kiln.TalentTreeBlock.Points.get -> Kiln.TalentPointsBlock?
Kiln.TalentTreeBlock.Points.init -> void
Kiln.TalentTreeBlock.Respec.get -> bool
Kiln.TalentTreeBlock.Respec.init -> void
Kiln.TalentTreeBlock.TalentTreeBlock() -> void
Kiln.TalentTreeBlock.Was.get -> string?
Kiln.TalentTreeBlock.Was.init -> void
Kiln.TalkGoal
Kiln.TalkGoal.<Clone>$() -> Kiln.TalkGoal!
Kiln.TalkGoal.Equals(Kiln.TalkGoal? other) -> bool
Kiln.TalkGoal.Line.get -> string?
Kiln.TalkGoal.Line.init -> void
Kiln.TalkGoal.Node.get -> string?
Kiln.TalkGoal.Node.init -> void
Kiln.TalkGoal.Npc.get -> string!
Kiln.TalkGoal.Npc.init -> void
Kiln.TalkGoal.TalkGoal() -> void
Kiln.TemplateRef
Kiln.TemplateRef.Deconstruct(out string! Value) -> void
Kiln.TemplateRef.Equals(Kiln.TemplateRef other) -> bool
Kiln.TemplateRef.TemplateRef() -> void
Kiln.TemplateRef.TemplateRef(string! Value) -> void
Kiln.TemplateRef.Value.get -> string!
Kiln.TemplateRef.Value.init -> void
Kiln.TerrainMaterialBlock
Kiln.TerrainMaterialBlock.<Clone>$() -> Kiln.TerrainMaterialBlock!
Kiln.TerrainMaterialBlock.Description.get -> string?
Kiln.TerrainMaterialBlock.Description.init -> void
Kiln.TerrainMaterialBlock.Equals(Kiln.TerrainMaterialBlock? other) -> bool
Kiln.TerrainMaterialBlock.Flatten.get -> bool?
Kiln.TerrainMaterialBlock.Flatten.init -> void
Kiln.TerrainMaterialBlock.Icon.get -> string?
Kiln.TerrainMaterialBlock.Icon.init -> void
Kiln.TerrainMaterialBlock.Like.get -> string?
Kiln.TerrainMaterialBlock.Like.init -> void
Kiln.TerrainMaterialBlock.Look.get -> string?
Kiln.TerrainMaterialBlock.Look.init -> void
Kiln.TerrainMaterialBlock.Name.get -> string!
Kiln.TerrainMaterialBlock.Name.init -> void
Kiln.TerrainMaterialBlock.Placeable.get -> bool
Kiln.TerrainMaterialBlock.Placeable.init -> void
Kiln.TerrainMaterialBlock.Recipe.get -> Kiln.RecipeBlock?
Kiln.TerrainMaterialBlock.Recipe.init -> void
Kiln.TerrainMaterialBlock.Sliding.get -> bool?
Kiln.TerrainMaterialBlock.Sliding.init -> void
Kiln.TerrainMaterialBlock.Strength.get -> Kiln.PartRef<Kiln.StrengthBlock!>?
Kiln.TerrainMaterialBlock.Strength.init -> void
Kiln.TerrainMaterialBlock.TerrainMaterialBlock() -> void
Kiln.TerrainMaterialBlock.Was.get -> string?
Kiln.TerrainMaterialBlock.Was.init -> void
Kiln.TextRow
Kiln.TextRow.Color.get -> string?
Kiln.TextRow.Color.init -> void
Kiln.TextRow.Equals(Kiln.TextRow? other) -> bool
Kiln.TextRow.Text.get -> Kiln.UiText!
Kiln.TextRow.Text.init -> void
Kiln.TextRow.TextRow() -> void
Kiln.TextRow.Wrap.get -> bool
Kiln.TextRow.Wrap.init -> void
Kiln.ToggleBlock
Kiln.ToggleBlock.<Clone>$() -> Kiln.ToggleBlock!
Kiln.ToggleBlock.Equals(Kiln.ToggleBlock? other) -> bool
Kiln.ToggleBlock.Off.get -> Kiln.InteractVerb?
Kiln.ToggleBlock.Off.init -> void
Kiln.ToggleBlock.OffPrompt.get -> string?
Kiln.ToggleBlock.OffPrompt.init -> void
Kiln.ToggleBlock.On.get -> Kiln.InteractVerb?
Kiln.ToggleBlock.On.init -> void
Kiln.ToggleBlock.OnPrompt.get -> string?
Kiln.ToggleBlock.OnPrompt.init -> void
Kiln.ToggleBlock.StartsOn.get -> bool
Kiln.ToggleBlock.StartsOn.init -> void
Kiln.ToggleBlock.ToggleBlock() -> void
Kiln.ToggleRow
Kiln.ToggleRow.Bind.get -> string!
Kiln.ToggleRow.Bind.init -> void
Kiln.ToggleRow.Equals(Kiln.ToggleRow? other) -> bool
Kiln.ToggleRow.Label.get -> Kiln.UiText!
Kiln.ToggleRow.Label.init -> void
Kiln.ToggleRow.ToggleRow() -> void
Kiln.ToolBlock
Kiln.ToolBlock.<Clone>$() -> Kiln.ToolBlock!
Kiln.ToolBlock.BreaksInto.get -> Kiln.ItemRef?
Kiln.ToolBlock.BreaksInto.init -> void
Kiln.ToolBlock.Durability.get -> double?
Kiln.ToolBlock.Durability.init -> void
Kiln.ToolBlock.Equals(Kiln.ToolBlock? other) -> bool
Kiln.ToolBlock.Fishing.get -> Kiln.FishingBlock?
Kiln.ToolBlock.Fishing.init -> void
Kiln.ToolBlock.Harvests.get -> Kiln.ToolClass!
Kiln.ToolBlock.Harvests.init -> void
Kiln.ToolBlock.Power.get -> int?
Kiln.ToolBlock.Power.init -> void
Kiln.ToolBlock.Range.get -> double?
Kiln.ToolBlock.Range.init -> void
Kiln.ToolBlock.StaminaCost.get -> int?
Kiln.ToolBlock.StaminaCost.init -> void
Kiln.ToolBlock.ToolBlock() -> void
Kiln.ToolClass
Kiln.ToolClass.<Clone>$() -> Kiln.ToolClass!
Kiln.ToolClass.Deconstruct(out string! Key, out string! Starter, out int WoodDamage, out int StoneDamage, out int MetalDamage, out int MainPower, out int Slots, out bool Digs) -> void
Kiln.ToolClass.Digs.get -> bool
Kiln.ToolClass.Digs.init -> void
Kiln.ToolClass.Equals(Kiln.ToolClass? other) -> bool
Kiln.ToolClass.Key.get -> string!
Kiln.ToolClass.Key.init -> void
Kiln.ToolClass.MainPower.get -> int
Kiln.ToolClass.MainPower.init -> void
Kiln.ToolClass.MetalDamage.get -> int
Kiln.ToolClass.MetalDamage.init -> void
Kiln.ToolClass.Slots.get -> int
Kiln.ToolClass.Slots.init -> void
Kiln.ToolClass.Starter.get -> string!
Kiln.ToolClass.Starter.init -> void
Kiln.ToolClass.StoneDamage.get -> int
Kiln.ToolClass.StoneDamage.init -> void
Kiln.ToolClass.ToolClass(string! Key, string! Starter, int WoodDamage, int StoneDamage, int MetalDamage, int MainPower, int Slots, bool Digs) -> void
Kiln.ToolClass.Use.get -> Kiln.ToolUse
Kiln.ToolClass.Use.init -> void
Kiln.ToolClass.WoodDamage.get -> int
Kiln.ToolClass.WoodDamage.init -> void
Kiln.ToolUse
Kiln.ToolUse.Fish = 4 -> Kiln.ToolUse
Kiln.ToolUse.Flatten = 1 -> Kiln.ToolUse
Kiln.ToolUse.Glide = 2 -> Kiln.ToolUse
Kiln.ToolUse.Harvest = 0 -> Kiln.ToolUse
Kiln.ToolUse.Hook = 3 -> Kiln.ToolUse
Kiln.ToolUse.Light = 5 -> Kiln.ToolUse
Kiln.TriggerBlock
Kiln.TriggerBlock.<Clone>$() -> Kiln.TriggerBlock!
Kiln.TriggerBlock.Cooldown.get -> double
Kiln.TriggerBlock.Cooldown.init -> void
Kiln.TriggerBlock.Do.get -> System.Collections.Generic.IReadOnlyList<Kiln.EffectRef!>?
Kiln.TriggerBlock.Do.init -> void
Kiln.TriggerBlock.Equals(Kiln.TriggerBlock? other) -> bool
Kiln.TriggerBlock.If.get -> System.Func<Kiln.Player!, bool>?
Kiln.TriggerBlock.If.init -> void
Kiln.TriggerBlock.Item.get -> Kiln.ItemRef?
Kiln.TriggerBlock.Item.init -> void
Kiln.TriggerBlock.On.get -> Kiln.PlayerStateRef
Kiln.TriggerBlock.On.init -> void
Kiln.TriggerBlock.OnEnd.get -> System.Collections.Generic.IReadOnlyList<Kiln.EffectRef!>?
Kiln.TriggerBlock.OnEnd.init -> void
Kiln.TriggerBlock.Stop.get -> bool
Kiln.TriggerBlock.Stop.init -> void
Kiln.TriggerBlock.TriggerBlock() -> void
Kiln.TriggerBlock.Unless.get -> System.Collections.Generic.IReadOnlyList<Kiln.PlayerStateRef>?
Kiln.TriggerBlock.Unless.init -> void
Kiln.TriggerBlock.Was.get -> string?
Kiln.TriggerBlock.Was.init -> void
Kiln.TriggerBlock.When.get -> System.Collections.Generic.IReadOnlyList<Kiln.PlayerStateRef>?
Kiln.TriggerBlock.When.init -> void
Kiln.UiAction
Kiln.UiAction.<Clone>$() -> Kiln.UiAction!
Kiln.UiAction.ApplyEffect.get -> Kiln.EffectRef?
Kiln.UiAction.ApplyEffect.init -> void
Kiln.UiAction.CastAbility.get -> Kiln.AbilityRef?
Kiln.UiAction.CastAbility.init -> void
Kiln.UiAction.CloseWindow.get -> Kiln.WindowRef?
Kiln.UiAction.CloseWindow.init -> void
Kiln.UiAction.Command.get -> string?
Kiln.UiAction.Command.init -> void
Kiln.UiAction.Equals(Kiln.UiAction? other) -> bool
Kiln.UiAction.OpenWindow.get -> Kiln.WindowRef?
Kiln.UiAction.OpenWindow.init -> void
Kiln.UiAction.Set.get -> Kiln.UiSet?
Kiln.UiAction.Set.init -> void
Kiln.UiAction.Toast.get -> Kiln.UiText?
Kiln.UiAction.Toast.init -> void
Kiln.UiAction.Toggle.get -> string?
Kiln.UiAction.Toggle.init -> void
Kiln.UiAction.UiAction() -> void
Kiln.UiMenu
Kiln.UiMenu.<Clone>$() -> Kiln.UiMenu!
Kiln.UiMenu.Equals(Kiln.UiMenu? other) -> bool
Kiln.UiMenu.In.get -> Kiln.UiMenuIn
Kiln.UiMenu.In.init -> void
Kiln.UiMenu.Order.get -> int
Kiln.UiMenu.Order.init -> void
Kiln.UiMenu.Text.get -> Kiln.UiText!
Kiln.UiMenu.Text.init -> void
Kiln.UiMenu.UiMenu() -> void
Kiln.UiMenuIn
Kiln.UiMenuIn.Both = 2 -> Kiln.UiMenuIn
Kiln.UiMenuIn.Main = 1 -> Kiln.UiMenuIn
Kiln.UiMenuIn.Pause = 0 -> Kiln.UiMenuIn
Kiln.UiRow
Kiln.UiRow.SameLine.get -> bool
Kiln.UiRow.SameLine.init -> void
Kiln.UiRow.Tooltip.get -> Kiln.UiText?
Kiln.UiRow.Tooltip.init -> void
Kiln.UiRow.UiRow() -> void
Kiln.UiRow.UiRow(Kiln.UiRow! original) -> void
Kiln.UiRow.When.get -> string?
Kiln.UiRow.When.init -> void
Kiln.UiSet
Kiln.UiSet.<Clone>$() -> Kiln.UiSet!
Kiln.UiSet.Bind.get -> string!
Kiln.UiSet.Bind.init -> void
Kiln.UiSet.Equals(Kiln.UiSet? other) -> bool
Kiln.UiSet.To.get -> object!
Kiln.UiSet.To.init -> void
Kiln.UiSet.UiSet() -> void
Kiln.ValueRow
Kiln.ValueRow.Bind.get -> string!
Kiln.ValueRow.Bind.init -> void
Kiln.ValueRow.Equals(Kiln.ValueRow? other) -> bool
Kiln.ValueRow.Format.get -> string?
Kiln.ValueRow.Format.init -> void
Kiln.ValueRow.Label.get -> Kiln.UiText!
Kiln.ValueRow.Label.init -> void
Kiln.ValueRow.ValueRow() -> void
Kiln.VendorBlock
Kiln.VendorBlock.<Clone>$() -> Kiln.VendorBlock!
Kiln.VendorBlock.Equals(Kiln.VendorBlock? other) -> bool
Kiln.VendorBlock.Gives.get -> System.Collections.Generic.IDictionary<Kiln.ItemRef, int>?
Kiln.VendorBlock.Gives.init -> void
Kiln.VendorBlock.Sells.get -> System.Collections.Generic.IDictionary<Kiln.ItemRef, Kiln.Price!>!
Kiln.VendorBlock.Sells.init -> void
Kiln.VendorBlock.VendorBlock() -> void
Kiln.VendorBlock.Workshop.get -> string?
Kiln.VendorBlock.Workshop.init -> void
Kiln.VfxBlock
Kiln.VfxBlock.<Clone>$() -> Kiln.VfxBlock!
Kiln.VfxBlock.Comment.init -> void
Kiln.VfxBlock.CullDistance.get -> Kiln.VfxRange?
Kiln.VfxBlock.CullDistance.init -> void
Kiln.VfxBlock.Equals(Kiln.VfxBlock? other) -> bool
Kiln.VfxBlock.GameSpriteModule.init -> void
Kiln.VfxBlock.Light.get -> Kiln.LightBlock?
Kiln.VfxBlock.Light.init -> void
Kiln.VfxBlock.Particles.get -> System.Collections.Generic.IReadOnlyList<Kiln.ParticleBlock!>?
Kiln.VfxBlock.Particles.init -> void
Kiln.VfxBlock.Sound.get -> string?
Kiln.VfxBlock.Sound.init -> void
Kiln.VfxBlock.VfxBlock() -> void
Kiln.VfxBlock.Was.get -> string?
Kiln.VfxBlock.Was.init -> void
Kiln.VfxBlockHandle
Kiln.VfxBlockHandle.Status.get -> Kiln.VfxBlockStatus
Kiln.VfxBlockStatus
Kiln.VfxBlockStatus.NotHere = 2 -> Kiln.VfxBlockStatus
Kiln.VfxBlockStatus.Pending = 1 -> Kiln.VfxBlockStatus
Kiln.VfxBlockStatus.Registered = 0 -> Kiln.VfxBlockStatus
Kiln.VfxParameterBlock
Kiln.VfxRange
Kiln.VfxRange.Deconstruct(out float Min, out float Max) -> void
Kiln.VfxRange.Equals(Kiln.VfxRange other) -> bool
Kiln.VfxRange.Max.get -> float
Kiln.VfxRange.Max.init -> void
Kiln.VfxRange.Min.get -> float
Kiln.VfxRange.Min.init -> void
Kiln.VfxRange.VfxRange() -> void
Kiln.VfxRange.VfxRange(float Min, float Max) -> void
Kiln.VfxRef
Kiln.VfxRef.<Clone>$() -> Kiln.VfxRef!
Kiln.VfxRef.Attach.get -> bool
Kiln.VfxRef.Attach.init -> void
Kiln.VfxRef.Equals(Kiln.VfxRef? other) -> bool
Kiln.VfxRef.Name.get -> string!
Kiln.VfxRef.Name.init -> void
Kiln.VfxRef.Offset.get -> System.Numerics.Vector3
Kiln.VfxRef.Offset.init -> void
Kiln.VfxRef.Parameters.get -> System.Collections.Generic.Dictionary<string!, Kiln.VfxValue>?
Kiln.VfxRef.Parameters.init -> void
Kiln.VfxRef.Seconds.get -> double?
Kiln.VfxRef.Seconds.init -> void
Kiln.VfxRef.Slot.get -> Kiln.VfxSlot?
Kiln.VfxRef.Slot.init -> void
Kiln.VfxRef.VfxRef(string! name) -> void
Kiln.VfxSlot
Kiln.VfxSlot.Chest = 2 -> Kiln.VfxSlot
Kiln.VfxSlot.Feet = 5 -> Kiln.VfxSlot
Kiln.VfxSlot.Head = 1 -> Kiln.VfxSlot
Kiln.VfxSlot.LeftHand = 3 -> Kiln.VfxSlot
Kiln.VfxSlot.RightHand = 4 -> Kiln.VfxSlot
Kiln.VfxSlot.Root = 0 -> Kiln.VfxSlot
Kiln.VfxSlot.Weapon = 6 -> Kiln.VfxSlot
Kiln.VfxTexture
Kiln.VfxTexture.<Clone>$() -> Kiln.VfxTexture!
Kiln.VfxTexture.Deconstruct(out string! File, out bool? Linear) -> void
Kiln.VfxTexture.Equals(Kiln.VfxTexture? other) -> bool
Kiln.VfxTexture.File.get -> string!
Kiln.VfxTexture.File.init -> void
Kiln.VfxTexture.Linear.get -> bool?
Kiln.VfxTexture.Linear.init -> void
Kiln.VfxTexture.VfxTexture(string! File, bool? Linear = null) -> void
Kiln.VfxValue
Kiln.VfxValue.Equals(Kiln.VfxValue other) -> bool
Kiln.VfxValue.VfxValue() -> void
Kiln.VisualBlock
Kiln.VisualBlock.<Clone>$() -> Kiln.VisualBlock!
Kiln.VisualBlock.Dropped.get -> Kiln.ItemRef?
Kiln.VisualBlock.Dropped.init -> void
Kiln.VisualBlock.Equals(Kiln.VisualBlock? other) -> bool
Kiln.VisualBlock.Icon.get -> string?
Kiln.VisualBlock.Icon.init -> void
Kiln.VisualBlock.Like.get -> Kiln.ItemRef?
Kiln.VisualBlock.Like.init -> void
Kiln.VisualBlock.Model.get -> string?
Kiln.VisualBlock.Model.init -> void
Kiln.VisualBlock.Tint.get -> string?
Kiln.VisualBlock.Tint.init -> void
Kiln.VisualBlock.Vfx.get -> Kiln.VfxRef?
Kiln.VisualBlock.Vfx.init -> void
Kiln.VisualBlock.VisualBlock() -> void
Kiln.WandAttack
Kiln.WandAttack.<Clone>$() -> Kiln.WandAttack!
Kiln.WandAttack.Cast.get -> Kiln.CastBlock!
Kiln.WandAttack.Cast.init -> void
Kiln.WandAttack.Delivery.get -> Kiln.IDeliveryBlock!
Kiln.WandAttack.Delivery.init -> void
Kiln.WandAttack.Equals(Kiln.WandAttack? other) -> bool
Kiln.WandAttack.Moves.get -> Kiln.WandMoves?
Kiln.WandAttack.Moves.init -> void
Kiln.WandAttack.WandAttack() -> void
Kiln.WandBlock
Kiln.WandBlock.<Clone>$() -> Kiln.WandBlock!
Kiln.WandBlock.Class.get -> Kiln.PartRef<Kiln.WeaponClass!>?
Kiln.WandBlock.Class.init -> void
Kiln.WandBlock.Description.get -> string?
Kiln.WandBlock.Description.init -> void
Kiln.WandBlock.Equals(Kiln.WandBlock? other) -> bool
Kiln.WandBlock.Heavy.get -> Kiln.WandAttack?
Kiln.WandBlock.Heavy.init -> void
Kiln.WandBlock.Loot.get -> Kiln.LootBlock?
Kiln.WandBlock.Loot.init -> void
Kiln.WandBlock.Name.get -> string!
Kiln.WandBlock.Name.init -> void
Kiln.WandBlock.OnHit.get -> Kiln.HitsRef?
Kiln.WandBlock.OnHit.init -> void
Kiln.WandBlock.OnKill.get -> Kiln.HitsRef?
Kiln.WandBlock.OnKill.init -> void
Kiln.WandBlock.Perks.get -> System.Collections.Generic.IReadOnlyList<Kiln.PerkRef>?
Kiln.WandBlock.Perks.init -> void
Kiln.WandBlock.Primary.get -> Kiln.WandAttack!
Kiln.WandBlock.Primary.init -> void
Kiln.WandBlock.Recipe.get -> Kiln.RecipeBlock?
Kiln.WandBlock.Recipe.init -> void
Kiln.WandBlock.Source.get -> string?
Kiln.WandBlock.Source.init -> void
Kiln.WandBlock.Special.get -> Kiln.WandAttack?
Kiln.WandBlock.Special.init -> void
Kiln.WandBlock.Stats.get -> Kiln.PartRef<Kiln.WeaponStats!>?
Kiln.WandBlock.Stats.init -> void
Kiln.WandBlock.Tweak.get -> Kiln.FieldValues!
Kiln.WandBlock.Tweak.init -> void
Kiln.WandBlock.Visual.get -> Kiln.PartRef<Kiln.VisualBlock!>?
Kiln.WandBlock.Visual.init -> void
Kiln.WandBlock.WandBlock() -> void
Kiln.WandBlock.Was.get -> string?
Kiln.WandBlock.Was.init -> void
Kiln.WandMoves
Kiln.WandMoves.<Clone>$() -> Kiln.WandMoves!
Kiln.WandMoves.Deconstruct(out string! Key, out string! Sequence, out double ReleaseSeconds, out int[]! Fires, out int[]! Silenced) -> void
Kiln.WandMoves.Equals(Kiln.WandMoves? other) -> bool
Kiln.WandMoves.Fires.get -> int[]!
Kiln.WandMoves.Fires.init -> void
Kiln.WandMoves.Key.get -> string!
Kiln.WandMoves.Key.init -> void
Kiln.WandMoves.ReleaseSeconds.get -> double
Kiln.WandMoves.ReleaseSeconds.init -> void
Kiln.WandMoves.Sequence.get -> string!
Kiln.WandMoves.Sequence.init -> void
Kiln.WandMoves.Silenced.get -> int[]!
Kiln.WandMoves.Silenced.init -> void
Kiln.WandMoves.WandMoves(string! Key, string! Sequence, double ReleaseSeconds, int[]! Fires, int[]! Silenced) -> void
Kiln.WeaponBlock
Kiln.WeaponBlock.<Clone>$() -> Kiln.WeaponBlock!
Kiln.WeaponBlock.Class.get -> Kiln.PartRef<Kiln.WeaponClass!>!
Kiln.WeaponBlock.Class.init -> void
Kiln.WeaponBlock.Description.get -> string?
Kiln.WeaponBlock.Description.init -> void
Kiln.WeaponBlock.Equals(Kiln.WeaponBlock? other) -> bool
Kiln.WeaponBlock.Loot.get -> Kiln.LootBlock?
Kiln.WeaponBlock.Loot.init -> void
Kiln.WeaponBlock.Name.get -> string!
Kiln.WeaponBlock.Name.init -> void
Kiln.WeaponBlock.OnHit.get -> Kiln.HitsRef?
Kiln.WeaponBlock.OnHit.init -> void
Kiln.WeaponBlock.OnKill.get -> Kiln.HitsRef?
Kiln.WeaponBlock.OnKill.init -> void
Kiln.WeaponBlock.Perks.get -> System.Collections.Generic.IReadOnlyList<Kiln.PerkRef>?
Kiln.WeaponBlock.Perks.init -> void
Kiln.WeaponBlock.Recipe.get -> Kiln.RecipeBlock?
Kiln.WeaponBlock.Recipe.init -> void
Kiln.WeaponBlock.Source.get -> string?
Kiln.WeaponBlock.Source.init -> void
Kiln.WeaponBlock.Stats.get -> Kiln.PartRef<Kiln.WeaponStats!>?
Kiln.WeaponBlock.Stats.init -> void
Kiln.WeaponBlock.Tweak.get -> Kiln.FieldValues!
Kiln.WeaponBlock.Tweak.init -> void
Kiln.WeaponBlock.Visual.get -> Kiln.PartRef<Kiln.VisualBlock!>?
Kiln.WeaponBlock.Visual.init -> void
Kiln.WeaponBlock.Was.get -> string?
Kiln.WeaponBlock.Was.init -> void
Kiln.WeaponBlock.WeaponBlock() -> void
Kiln.WeaponClass
Kiln.WeaponClass.<Clone>$() -> Kiln.WeaponClass!
Kiln.WeaponClass.Equals(Kiln.WeaponClass? other) -> bool
Kiln.WeaponClass.Key.get -> string!
Kiln.WeaponClass.Key.init -> void
Kiln.WeaponClass.Like.get -> string?
Kiln.WeaponClass.Like.init -> void
Kiln.WeaponClass.Perks.get -> System.Collections.Generic.IReadOnlyList<Kiln.PerkRef>?
Kiln.WeaponClass.Perks.init -> void
Kiln.WeaponClass.Stats.get -> Kiln.PartRef<Kiln.WeaponStats!>?
Kiln.WeaponClass.Stats.init -> void
Kiln.WeaponClass.Visual.get -> Kiln.PartRef<Kiln.VisualBlock!>?
Kiln.WeaponClass.Visual.init -> void
Kiln.WeaponClass.WeaponClass() -> void
Kiln.WeaponStats
Kiln.WeaponStats.<Clone>$() -> Kiln.WeaponStats!
Kiln.WeaponStats.Block.get -> double?
Kiln.WeaponStats.Block.init -> void
Kiln.WeaponStats.Damage.get -> Kiln.DamageBlock?
Kiln.WeaponStats.Damage.init -> void
Kiln.WeaponStats.Equals(Kiln.WeaponStats? other) -> bool
Kiln.WeaponStats.Level.get -> int
Kiln.WeaponStats.Level.init -> void
Kiln.WeaponStats.Power.get -> int?
Kiln.WeaponStats.Power.init -> void
Kiln.WeaponStats.Rarity.get -> Kiln.Rarity
Kiln.WeaponStats.Rarity.init -> void
Kiln.WeaponStats.StaminaCost.get -> int?
Kiln.WeaponStats.StaminaCost.init -> void
Kiln.WeaponStats.WeaponStats() -> void
Kiln.WindowBlock
Kiln.WindowBlock.<Clone>$() -> Kiln.WindowBlock!
Kiln.WindowBlock.Alpha.get -> float?
Kiln.WindowBlock.Alpha.init -> void
Kiln.WindowBlock.AutoResize.get -> bool
Kiln.WindowBlock.AutoResize.init -> void
Kiln.WindowBlock.Comment.init -> void
Kiln.WindowBlock.Dim.get -> bool?
Kiln.WindowBlock.Dim.init -> void
Kiln.WindowBlock.Equals(Kiln.WindowBlock? other) -> bool
Kiln.WindowBlock.Height.get -> float
Kiln.WindowBlock.Height.init -> void
Kiln.WindowBlock.Interactive.get -> bool
Kiln.WindowBlock.Interactive.init -> void
Kiln.WindowBlock.Kind.get -> Kiln.WindowKind
Kiln.WindowBlock.Kind.init -> void
Kiln.WindowBlock.Menu.get -> Kiln.UiMenu?
Kiln.WindowBlock.Menu.init -> void
Kiln.WindowBlock.OpenAtStart.get -> bool
Kiln.WindowBlock.OpenAtStart.init -> void
Kiln.WindowBlock.Position.get -> float[]?
Kiln.WindowBlock.Position.init -> void
Kiln.WindowBlock.Refresh.get -> double
Kiln.WindowBlock.Refresh.init -> void
Kiln.WindowBlock.Rows.get -> System.Collections.Generic.IReadOnlyList<Kiln.UiRow!>!
Kiln.WindowBlock.Rows.init -> void
Kiln.WindowBlock.Title.get -> Kiln.UiText!
Kiln.WindowBlock.Title.init -> void
Kiln.WindowBlock.TitleBar.get -> bool
Kiln.WindowBlock.TitleBar.init -> void
Kiln.WindowBlock.Width.get -> float
Kiln.WindowBlock.Width.init -> void
Kiln.WindowBlock.WindowBlock() -> void
Kiln.WindowKind
Kiln.WindowKind.Screen = 1 -> Kiln.WindowKind
Kiln.WindowKind.Window = 0 -> Kiln.WindowKind
Kiln.WindowRef
Kiln.WindowRef.Deconstruct(out string! Value) -> void
Kiln.WindowRef.Equals(Kiln.WindowRef other) -> bool
Kiln.WindowRef.Value.get -> string!
Kiln.WindowRef.Value.init -> void
Kiln.WindowRef.WindowRef() -> void
Kiln.WindowRef.WindowRef(string! Value) -> void
Kiln.WorldCraftingProp
Kiln.WorldCraftingProp.<Clone>$() -> Kiln.WorldCraftingProp!
Kiln.WorldCraftingProp.Block.get -> string!
Kiln.WorldCraftingProp.Block.init -> void
Kiln.WorldCraftingProp.Deconstruct(out System.Guid Guid, out uint Id, out int Index, out uint ItemId, out string! Mod, out string! Block) -> void
Kiln.WorldCraftingProp.Equals(Kiln.WorldCraftingProp? other) -> bool
Kiln.WorldCraftingProp.Guid.get -> System.Guid
Kiln.WorldCraftingProp.Guid.init -> void
Kiln.WorldCraftingProp.Id.get -> uint
Kiln.WorldCraftingProp.Id.init -> void
Kiln.WorldCraftingProp.Index.get -> int
Kiln.WorldCraftingProp.Index.init -> void
Kiln.WorldCraftingProp.ItemId.get -> uint
Kiln.WorldCraftingProp.ItemId.init -> void
Kiln.WorldCraftingProp.Mod.get -> string!
Kiln.WorldCraftingProp.Mod.init -> void
Kiln.WorldCraftingProp.WorldCraftingProp(System.Guid Guid, uint Id, int Index, uint ItemId, string! Mod, string! Block) -> void
Kiln.WorldMaterial
Kiln.WorldMaterial.<Clone>$() -> Kiln.WorldMaterial!
Kiln.WorldMaterial.Block.get -> string!
Kiln.WorldMaterial.Block.init -> void
Kiln.WorldMaterial.CellId.get -> int
Kiln.WorldMaterial.CellId.init -> void
Kiln.WorldMaterial.Deconstruct(out int CellId, out System.Guid Guid, out string! Mod, out string! Block, out bool Live, out bool Reused) -> void
Kiln.WorldMaterial.Equals(Kiln.WorldMaterial? other) -> bool
Kiln.WorldMaterial.Guid.get -> System.Guid
Kiln.WorldMaterial.Guid.init -> void
Kiln.WorldMaterial.Live.get -> bool
Kiln.WorldMaterial.Live.init -> void
Kiln.WorldMaterial.Mod.get -> string!
Kiln.WorldMaterial.Mod.init -> void
Kiln.WorldMaterial.Reused.get -> bool
Kiln.WorldMaterial.Reused.init -> void
Kiln.WorldMaterial.Terrain.get -> bool
Kiln.WorldMaterial.WorldMaterial(int CellId, System.Guid Guid, string! Mod, string! Block, bool Live, bool Reused) -> void
Kiln.WorldTables
Kiln.WornAttach
Kiln.WornLook
Kiln.WornLook.<Clone>$() -> Kiln.WornLook!
Kiln.WornLook.Attach.get -> string?
Kiln.WornLook.Attach.init -> void
Kiln.WornLook.Equals(Kiln.WornLook? other) -> bool
Kiln.WornLook.Female.get -> string?
Kiln.WornLook.Female.init -> void
Kiln.WornLook.Fits.get -> Kiln.Fit?
Kiln.WornLook.Fits.init -> void
Kiln.WornLook.Hides.get -> System.Collections.Generic.IReadOnlyList<Kiln.BodyPart>?
Kiln.WornLook.Hides.init -> void
Kiln.WornLook.Icon.get -> string?
Kiln.WornLook.Icon.init -> void
Kiln.WornLook.Like.get -> Kiln.ItemRef?
Kiln.WornLook.Like.init -> void
Kiln.WornLook.Lods.get -> System.Collections.Generic.IReadOnlyList<string!>?
Kiln.WornLook.Lods.init -> void
Kiln.WornLook.Materials.get -> System.Collections.Generic.IDictionary<string!, string!>!
Kiln.WornLook.Materials.init -> void
Kiln.WornLook.Model.get -> string?
Kiln.WornLook.Model.init -> void
Kiln.WornLook.PixelSizes.get -> System.Collections.Generic.IReadOnlyList<double>?
Kiln.WornLook.PixelSizes.init -> void
Kiln.WornLook.Variants.get -> System.Collections.Generic.IDictionary<Kiln.Fit, string!>!
Kiln.WornLook.Variants.init -> void
Kiln.WornLook.WornLook() -> void
Kiln.ZoneBlock
Kiln.ZoneBlock.Affects.get -> Kiln.AreaAffects
Kiln.ZoneBlock.Affects.init -> void
Kiln.ZoneBlock.Ahead.get -> float
Kiln.ZoneBlock.Ahead.init -> void
Kiln.ZoneBlock.Effects.get -> System.Collections.Generic.IReadOnlyList<Kiln.EffectRef!>!
Kiln.ZoneBlock.Effects.init -> void
Kiln.ZoneBlock.Equals(Kiln.ZoneBlock? other) -> bool
Kiln.ZoneBlock.Radius.get -> float
Kiln.ZoneBlock.Radius.init -> void
Kiln.ZoneBlock.Seconds.get -> double
Kiln.ZoneBlock.Seconds.init -> void
Kiln.ZoneBlock.TickEvery.get -> double
Kiln.ZoneBlock.TickEvery.init -> void
Kiln.ZoneBlock.ZoneBlock() -> void
abstract Kiln.NpcBrain.Tick(Kiln.NpcControl! npc) -> void
abstract Kiln.PlacedDelivery.<Clone>$() -> Kiln.PlacedDelivery!
abstract Kiln.UiRow.<Clone>$() -> Kiln.UiRow!
const Kiln.Stations.Hand = "hand" -> string!
const Kiln.StrengthBlock.OwnBlock = "block" -> string!
const Kiln.WornAttach.ArmLeft = "ArmL" -> string!
const Kiln.WornAttach.Chest = "Chest" -> string!
const Kiln.WornAttach.FootLeft = "FootL" -> string!
const Kiln.WornAttach.FootRight = "FootR" -> string!
const Kiln.WornAttach.HandLeft = "HandPalmL" -> string!
const Kiln.WornAttach.HandRight = "HandPalmR" -> string!
const Kiln.WornAttach.Head = "Head" -> string!
const Kiln.WornAttach.KneeLeft = "KneeL" -> string!
const Kiln.WornAttach.KneeRight = "KneeR" -> string!
const Kiln.WornAttach.Pelvis = "Pelvis" -> string!
override Kiln.AIBlock.Equals(object? obj) -> bool
override Kiln.AIBlock.GetHashCode() -> int
override Kiln.AIBlock.ToString() -> string!
override Kiln.AbilityBlock.Equals(object? obj) -> bool
override Kiln.AbilityBlock.GetHashCode() -> int
override Kiln.AbilityBlock.ToString() -> string!
override Kiln.AbilityRef.GetHashCode() -> int
override Kiln.AbilityRef.ToString() -> string!
override Kiln.ActionBlock.Equals(object? obj) -> bool
override Kiln.ActionBlock.GetHashCode() -> int
override Kiln.ActionBlock.ToString() -> string!
override Kiln.AmmoBlock.Equals(object? obj) -> bool
override Kiln.AmmoBlock.GetHashCode() -> int
override Kiln.AmmoBlock.ToString() -> string!
override Kiln.AnimState.Equals(object? obj) -> bool
override Kiln.AnimState.GetHashCode() -> int
override Kiln.AnimState.ToString() -> string!
override Kiln.AnimationBlock.Equals(object? obj) -> bool
override Kiln.AnimationBlock.GetHashCode() -> int
override Kiln.AnimationBlock.ToString() -> string!
override Kiln.AreaBlock.Equals(object? obj) -> bool
override Kiln.AreaBlock.GetHashCode() -> int
override Kiln.AreaBlock.ToString() -> string!
override Kiln.ArmorBlock.Equals(object? obj) -> bool
override Kiln.ArmorBlock.GetHashCode() -> int
override Kiln.ArmorBlock.ToString() -> string!
override Kiln.ArmorResist.Equals(object? obj) -> bool
override Kiln.ArmorResist.GetHashCode() -> int
override Kiln.ArmorResist.ToString() -> string!
override Kiln.ArmorSet.Equals(object? obj) -> bool
override Kiln.ArmorSet.GetHashCode() -> int
override Kiln.ArmorSet.ToString() -> string!
override Kiln.ArmorSlot.Equals(object? obj) -> bool
override Kiln.ArmorSlot.GetHashCode() -> int
override Kiln.ArmorSlot.ToString() -> string!
override Kiln.ArmorStats.Equals(object? obj) -> bool
override Kiln.ArmorStats.GetHashCode() -> int
override Kiln.ArmorStats.ToString() -> string!
override Kiln.AroundBlock.<Clone>$() -> Kiln.AroundBlock!
override Kiln.AroundBlock.Equals(object? obj) -> bool
override Kiln.AroundBlock.GetHashCode() -> int
override Kiln.AroundBlock.ToString() -> string!
override Kiln.AttackBlock.Equals(object? obj) -> bool
override Kiln.AttackBlock.GetHashCode() -> int
override Kiln.AttackBlock.ToString() -> string!
override Kiln.BeamBlock.<Clone>$() -> Kiln.BeamBlock!
override Kiln.BeamBlock.Equals(object? obj) -> bool
override Kiln.BeamBlock.GetHashCode() -> int
override Kiln.BeamBlock.ToString() -> string!
override Kiln.BeardBlock.Equals(object? obj) -> bool
override Kiln.BeardBlock.GetHashCode() -> int
override Kiln.BeardBlock.ToString() -> string!
override Kiln.BedBlock.<Clone>$() -> Kiln.BedBlock!
override Kiln.BedBlock.Equals(object? obj) -> bool
override Kiln.BedBlock.GetHashCode() -> int
override Kiln.BedBlock.ToString() -> string!
override Kiln.BehaviourBlock.Equals(object? obj) -> bool
override Kiln.BehaviourBlock.GetHashCode() -> int
override Kiln.BehaviourBlock.ToString() -> string!
override Kiln.BlendSpace.Equals(object? obj) -> bool
override Kiln.BlendSpace.GetHashCode() -> int
override Kiln.BlendSpace.ToString() -> string!
override Kiln.BlockHandle.ToString() -> string!
override Kiln.BlueprintBlock.Equals(object? obj) -> bool
override Kiln.BlueprintBlock.GetHashCode() -> int
override Kiln.BlueprintBlock.ToString() -> string!
override Kiln.BodyBlock.Equals(object? obj) -> bool
override Kiln.BodyBlock.GetHashCode() -> int
override Kiln.BodyBlock.ToString() -> string!
override Kiln.BodySize.Equals(object? obj) -> bool
override Kiln.BodySize.GetHashCode() -> int
override Kiln.BodySize.ToString() -> string!
override Kiln.BoxCollider.Equals(object? obj) -> bool
override Kiln.BoxCollider.GetHashCode() -> int
override Kiln.BoxCollider.ToString() -> string!
override Kiln.BuildGoal.Equals(object? obj) -> bool
override Kiln.BuildGoal.GetHashCode() -> int
override Kiln.BuildGoal.ToString() -> string!
override Kiln.BuildingMaterialBlock.Equals(object? obj) -> bool
override Kiln.BuildingMaterialBlock.GetHashCode() -> int
override Kiln.BuildingMaterialBlock.ToString() -> string!
override Kiln.ButtonRow.<Clone>$() -> Kiln.ButtonRow!
override Kiln.ButtonRow.Equals(object? obj) -> bool
override Kiln.ButtonRow.GetHashCode() -> int
override Kiln.ButtonRow.ToString() -> string!
override Kiln.CastAnimation.Equals(object? obj) -> bool
override Kiln.CastAnimation.GetHashCode() -> int
override Kiln.CastAnimation.ToString() -> string!
override Kiln.CastBlock.Equals(object? obj) -> bool
override Kiln.CastBlock.GetHashCode() -> int
override Kiln.CastBlock.ToString() -> string!
override Kiln.ChainBlock.<Clone>$() -> Kiln.ChainBlock!
override Kiln.ChainBlock.Equals(object? obj) -> bool
override Kiln.ChainBlock.GetHashCode() -> int
override Kiln.ChainBlock.ToString() -> string!
override Kiln.ChoiceRow.<Clone>$() -> Kiln.ChoiceRow!
override Kiln.ChoiceRow.Equals(object? obj) -> bool
override Kiln.ChoiceRow.GetHashCode() -> int
override Kiln.ChoiceRow.ToString() -> string!
override Kiln.Clip.Equals(object? obj) -> bool
override Kiln.Clip.GetHashCode() -> int
override Kiln.Clip.ToString() -> string!
override Kiln.CollectGoal.Equals(object? obj) -> bool
override Kiln.CollectGoal.GetHashCode() -> int
override Kiln.CollectGoal.ToString() -> string!
override Kiln.ColliderBlock.Equals(object? obj) -> bool
override Kiln.ColliderBlock.GetHashCode() -> int
override Kiln.ColliderBlock.ToString() -> string!
override Kiln.ComfortBlock.Equals(object? obj) -> bool
override Kiln.ComfortBlock.GetHashCode() -> int
override Kiln.ComfortBlock.ToString() -> string!
override Kiln.ConditionBlock.Equals(object? obj) -> bool
override Kiln.ConditionBlock.GetHashCode() -> int
override Kiln.ConditionBlock.ToString() -> string!
override Kiln.ConeBlock.<Clone>$() -> Kiln.ConeBlock!
override Kiln.ConeBlock.Equals(object? obj) -> bool
override Kiln.ConeBlock.GetHashCode() -> int
override Kiln.ConeBlock.ToString() -> string!
override Kiln.ContainerBlock.<Clone>$() -> Kiln.ContainerBlock!
override Kiln.ContainerBlock.Equals(object? obj) -> bool
override Kiln.ContainerBlock.GetHashCode() -> int
override Kiln.ContainerBlock.ToString() -> string!
override Kiln.CosmeticBlock.Equals(object? obj) -> bool
override Kiln.CosmeticBlock.GetHashCode() -> int
override Kiln.CosmeticBlock.ToString() -> string!
override Kiln.CraftGoal.Equals(object? obj) -> bool
override Kiln.CraftGoal.GetHashCode() -> int
override Kiln.CraftGoal.ToString() -> string!
override Kiln.CreatureBlock.Equals(object? obj) -> bool
override Kiln.CreatureBlock.GetHashCode() -> int
override Kiln.CreatureBlock.ToString() -> string!
override Kiln.CreatureStats.Equals(object? obj) -> bool
override Kiln.CreatureStats.GetHashCode() -> int
override Kiln.CreatureStats.ToString() -> string!
override Kiln.Curve.Equals(object? obj) -> bool
override Kiln.Curve.GetHashCode() -> int
override Kiln.Curve.ToString() -> string!
override Kiln.CustomGoal.Equals(object? obj) -> bool
override Kiln.CustomGoal.GetHashCode() -> int
override Kiln.CustomGoal.ToString() -> string!
override Kiln.DamageBlock.Equals(object? obj) -> bool
override Kiln.DamageBlock.GetHashCode() -> int
override Kiln.DamageBlock.ToString() -> string!
override Kiln.DeliverGoal.Equals(object? obj) -> bool
override Kiln.DeliverGoal.GetHashCode() -> int
override Kiln.DeliverGoal.ToString() -> string!
override Kiln.DialogueBlock.Equals(object? obj) -> bool
override Kiln.DialogueBlock.GetHashCode() -> int
override Kiln.DialogueBlock.ToString() -> string!
override Kiln.DialogueNodeBlock.Equals(object? obj) -> bool
override Kiln.DialogueNodeBlock.GetHashCode() -> int
override Kiln.DialogueNodeBlock.ToString() -> string!
override Kiln.DissolveBlock.Equals(object? obj) -> bool
override Kiln.DissolveBlock.GetHashCode() -> int
override Kiln.DissolveBlock.ToString() -> string!
override Kiln.DoorBlock.<Clone>$() -> Kiln.DoorBlock!
override Kiln.DoorBlock.Equals(object? obj) -> bool
override Kiln.DoorBlock.GetHashCode() -> int
override Kiln.DoorBlock.ToString() -> string!
override Kiln.DropPlace.Equals(object? obj) -> bool
override Kiln.DropPlace.GetHashCode() -> int
override Kiln.DropPlace.ToString() -> string!
override Kiln.EatRule.Equals(object? obj) -> bool
override Kiln.EatRule.GetHashCode() -> int
override Kiln.EatRule.ToString() -> string!
override Kiln.EffectBlock.Equals(object? obj) -> bool
override Kiln.EffectBlock.GetHashCode() -> int
override Kiln.EffectBlock.ToString() -> string!
override Kiln.EmissiveBlock.Equals(object? obj) -> bool
override Kiln.EmissiveBlock.GetHashCode() -> int
override Kiln.EmissiveBlock.ToString() -> string!
override Kiln.EquipBonus.Equals(object? obj) -> bool
override Kiln.EquipBonus.GetHashCode() -> int
override Kiln.EquipBonus.ToString() -> string!
override Kiln.FactionStatus.Equals(object? obj) -> bool
override Kiln.FactionStatus.GetHashCode() -> int
override Kiln.FactionStatus.ToString() -> string!
override Kiln.FishingBlock.Equals(object? obj) -> bool
override Kiln.FishingBlock.GetHashCode() -> int
override Kiln.FishingBlock.ToString() -> string!
override Kiln.FleeBlock.Equals(object? obj) -> bool
override Kiln.FleeBlock.GetHashCode() -> int
override Kiln.FleeBlock.ToString() -> string!
override Kiln.Flipbook.Equals(object? obj) -> bool
override Kiln.Flipbook.GetHashCode() -> int
override Kiln.Flipbook.ToString() -> string!
override Kiln.GameTreePlace.Equals(object? obj) -> bool
override Kiln.GameTreePlace.GetHashCode() -> int
override Kiln.GameTreePlace.ToString() -> string!
override Kiln.Gradient.Equals(object? obj) -> bool
override Kiln.Gradient.GetHashCode() -> int
override Kiln.Gradient.ToString() -> string!
override Kiln.GreetingBlock.Equals(object? obj) -> bool
override Kiln.GreetingBlock.GetHashCode() -> int
override Kiln.GreetingBlock.ToString() -> string!
override Kiln.HairBlock.Equals(object? obj) -> bool
override Kiln.HairBlock.GetHashCode() -> int
override Kiln.HairBlock.ToString() -> string!
override Kiln.HomingBlock.Equals(object? obj) -> bool
override Kiln.HomingBlock.GetHashCode() -> int
override Kiln.HomingBlock.ToString() -> string!
override Kiln.HudLineBlock.Equals(object? obj) -> bool
override Kiln.HudLineBlock.GetHashCode() -> int
override Kiln.HudLineBlock.ToString() -> string!
override Kiln.InteractBlock.Equals(object? obj) -> bool
override Kiln.InteractBlock.GetHashCode() -> int
override Kiln.InteractBlock.ToString() -> string!
override Kiln.InteractPlay.Equals(object? obj) -> bool
override Kiln.InteractPlay.GetHashCode() -> int
override Kiln.InteractPlay.ToString() -> string!
override Kiln.InteractVerb.Equals(object? obj) -> bool
override Kiln.InteractVerb.GetHashCode() -> int
override Kiln.InteractVerb.ToString() -> string!
override Kiln.ItemBlock.Equals(object? obj) -> bool
override Kiln.ItemBlock.GetHashCode() -> int
override Kiln.ItemBlock.ToString() -> string!
override Kiln.ItemKind.Equals(object? obj) -> bool
override Kiln.ItemKind.GetHashCode() -> int
override Kiln.ItemKind.ToString() -> string!
override Kiln.ItemRef.GetHashCode() -> int
override Kiln.ItemRef.ToString() -> string!
override Kiln.KeyBindingBlock.Equals(object? obj) -> bool
override Kiln.KeyBindingBlock.GetHashCode() -> int
override Kiln.KeyBindingBlock.ToString() -> string!
override Kiln.KillGoal.Equals(object? obj) -> bool
override Kiln.KillGoal.GetHashCode() -> int
override Kiln.KillGoal.ToString() -> string!
override Kiln.LayerBlock.Equals(object? obj) -> bool
override Kiln.LayerBlock.GetHashCode() -> int
override Kiln.LayerBlock.ToString() -> string!
override Kiln.LidBlock.Equals(object? obj) -> bool
override Kiln.LidBlock.GetHashCode() -> int
override Kiln.LidBlock.ToString() -> string!
override Kiln.LightBlock.Equals(object? obj) -> bool
override Kiln.LightBlock.GetHashCode() -> int
override Kiln.LightBlock.ToString() -> string!
override Kiln.LootBlock.Equals(object? obj) -> bool
override Kiln.LootBlock.GetHashCode() -> int
override Kiln.LootBlock.ToString() -> string!
override Kiln.LootEntry.Equals(object? obj) -> bool
override Kiln.LootEntry.GetHashCode() -> int
override Kiln.LootEntry.ToString() -> string!
override Kiln.LootStack.GetHashCode() -> int
override Kiln.LootTableBlock.Equals(object? obj) -> bool
override Kiln.LootTableBlock.GetHashCode() -> int
override Kiln.LootTableBlock.ToString() -> string!
override Kiln.MarkerBlock.Equals(object? obj) -> bool
override Kiln.MarkerBlock.GetHashCode() -> int
override Kiln.MarkerBlock.ToString() -> string!
override Kiln.MaterialAlphaTest.GetHashCode() -> int
override Kiln.MaterialBlock.Equals(object? obj) -> bool
override Kiln.MaterialBlock.GetHashCode() -> int
override Kiln.MaterialBlock.ToString() -> string!
override Kiln.MaterialRef.GetHashCode() -> int
override Kiln.MaterialReflectance.GetHashCode() -> int
override Kiln.MaterialTweakBlock.Equals(object? obj) -> bool
override Kiln.MaterialTweakBlock.GetHashCode() -> int
override Kiln.MaterialTweakBlock.ToString() -> string!
override Kiln.MaterialUvScale.GetHashCode() -> int
override Kiln.MenuBlock.Equals(object? obj) -> bool
override Kiln.MenuBlock.GetHashCode() -> int
override Kiln.MenuBlock.ToString() -> string!
override Kiln.NormalMap.Equals(object? obj) -> bool
override Kiln.NormalMap.GetHashCode() -> int
override Kiln.NormalMap.ToString() -> string!
override Kiln.NpcBlock.Equals(object? obj) -> bool
override Kiln.NpcBlock.GetHashCode() -> int
override Kiln.NpcBlock.ToString() -> string!
override Kiln.NpcPlace.Equals(object? obj) -> bool
override Kiln.NpcPlace.GetHashCode() -> int
override Kiln.NpcPlace.ToString() -> string!
override Kiln.ObjectiveBlock.Equals(object? obj) -> bool
override Kiln.ObjectiveBlock.GetHashCode() -> int
override Kiln.ObjectiveBlock.ToString() -> string!
override Kiln.OnHitBlock.Equals(object? obj) -> bool
override Kiln.OnHitBlock.GetHashCode() -> int
override Kiln.OnHitBlock.ToString() -> string!
override Kiln.OptionBlock.Equals(object? obj) -> bool
override Kiln.OptionBlock.GetHashCode() -> int
override Kiln.OptionBlock.ToString() -> string!
override Kiln.ParticleBlock.Equals(object? obj) -> bool
override Kiln.ParticleBlock.GetHashCode() -> int
override Kiln.ParticleBlock.ToString() -> string!
override Kiln.ParticleShader.Equals(object? obj) -> bool
override Kiln.ParticleShader.GetHashCode() -> int
override Kiln.ParticleShader.ToString() -> string!
override Kiln.PerkBlock.Equals(object? obj) -> bool
override Kiln.PerkBlock.GetHashCode() -> int
override Kiln.PerkBlock.ToString() -> string!
override Kiln.PerkRef.GetHashCode() -> int
override Kiln.PerkRef.ToString() -> string!
override Kiln.PlaceBlock.Equals(object? obj) -> bool
override Kiln.PlaceBlock.GetHashCode() -> int
override Kiln.PlaceBlock.ToString() -> string!
override Kiln.PlacedDelivery.Equals(object? obj) -> bool
override Kiln.PlacedDelivery.GetHashCode() -> int
override Kiln.PlacedDelivery.ToString() -> string!
override Kiln.PlacementBlock.Equals(object? obj) -> bool
override Kiln.PlacementBlock.GetHashCode() -> int
override Kiln.PlacementBlock.ToString() -> string!
override Kiln.PlayerStateRef.GetHashCode() -> int
override Kiln.PlayerStateRef.ToString() -> string!
override Kiln.Price.Equals(object? obj) -> bool
override Kiln.Price.GetHashCode() -> int
override Kiln.Price.ToString() -> string!
override Kiln.ProcessingBlock.Equals(object? obj) -> bool
override Kiln.ProcessingBlock.GetHashCode() -> int
override Kiln.ProcessingBlock.ToString() -> string!
override Kiln.ProjectileBlock.Equals(object? obj) -> bool
override Kiln.ProjectileBlock.GetHashCode() -> int
override Kiln.ProjectileBlock.ToString() -> string!
override Kiln.ProjectileLook.Equals(object? obj) -> bool
override Kiln.ProjectileLook.GetHashCode() -> int
override Kiln.ProjectileLook.ToString() -> string!
override Kiln.PropBlock.Equals(object? obj) -> bool
override Kiln.PropBlock.GetHashCode() -> int
override Kiln.PropBlock.ToString() -> string!
override Kiln.PropRef.GetHashCode() -> int
override Kiln.PropRef.ToString() -> string!
override Kiln.QuestBlock.Equals(object? obj) -> bool
override Kiln.QuestBlock.GetHashCode() -> int
override Kiln.QuestBlock.ToString() -> string!
override Kiln.ReachGoal.Equals(object? obj) -> bool
override Kiln.ReachGoal.GetHashCode() -> int
override Kiln.ReachGoal.ToString() -> string!
override Kiln.RecipeBlock.Equals(object? obj) -> bool
override Kiln.RecipeBlock.GetHashCode() -> int
override Kiln.RecipeBlock.ToString() -> string!
override Kiln.RequiresBlock.Equals(object? obj) -> bool
override Kiln.RequiresBlock.GetHashCode() -> int
override Kiln.RequiresBlock.ToString() -> string!
override Kiln.RestoreBlock.Equals(object? obj) -> bool
override Kiln.RestoreBlock.GetHashCode() -> int
override Kiln.RestoreBlock.ToString() -> string!
override Kiln.RetargetBlock.Equals(object? obj) -> bool
override Kiln.RetargetBlock.GetHashCode() -> int
override Kiln.RetargetBlock.ToString() -> string!
override Kiln.RetargetPose.Equals(object? obj) -> bool
override Kiln.RetargetPose.GetHashCode() -> int
override Kiln.RetargetPose.ToString() -> string!
override Kiln.RewardBlock.Equals(object? obj) -> bool
override Kiln.RewardBlock.GetHashCode() -> int
override Kiln.RewardBlock.ToString() -> string!
override Kiln.RoamBlock.Equals(object? obj) -> bool
override Kiln.RoamBlock.GetHashCode() -> int
override Kiln.RoamBlock.ToString() -> string!
override Kiln.RosterBlock.Equals(object? obj) -> bool
override Kiln.RosterBlock.GetHashCode() -> int
override Kiln.RosterBlock.ToString() -> string!
override Kiln.RuleBlock.Equals(object? obj) -> bool
override Kiln.RuleBlock.GetHashCode() -> int
override Kiln.RuleBlock.ToString() -> string!
override Kiln.RunningBlock.Equals(object? obj) -> bool
override Kiln.RunningBlock.GetHashCode() -> int
override Kiln.RunningBlock.ToString() -> string!
override Kiln.ScreenEffectBlock.<Clone>$() -> Kiln.ScreenEffectBlock!
override Kiln.ScreenEffectBlock.Equals(object? obj) -> bool
override Kiln.ScreenEffectBlock.GetHashCode() -> int
override Kiln.ScreenEffectBlock.ToString() -> string!
override Kiln.SeatBlock.<Clone>$() -> Kiln.SeatBlock!
override Kiln.SeatBlock.Equals(object? obj) -> bool
override Kiln.SeatBlock.GetHashCode() -> int
override Kiln.SeatBlock.ToString() -> string!
override Kiln.SelfBlock.<Clone>$() -> Kiln.SelfBlock!
override Kiln.SelfBlock.Equals(object? obj) -> bool
override Kiln.SelfBlock.GetHashCode() -> int
override Kiln.SelfBlock.ToString() -> string!
override Kiln.SeparatorRow.<Clone>$() -> Kiln.SeparatorRow!
override Kiln.SeparatorRow.Equals(object? obj) -> bool
override Kiln.SeparatorRow.GetHashCode() -> int
override Kiln.SeparatorRow.ToString() -> string!
override Kiln.Shape.Equals(object? obj) -> bool
override Kiln.Shape.GetHashCode() -> int
override Kiln.Shape.ToString() -> string!
override Kiln.SliderRow.<Clone>$() -> Kiln.SliderRow!
override Kiln.SliderRow.Equals(object? obj) -> bool
override Kiln.SliderRow.GetHashCode() -> int
override Kiln.SliderRow.ToString() -> string!
override Kiln.SoundBlock.Equals(object? obj) -> bool
override Kiln.SoundBlock.GetHashCode() -> int
override Kiln.SoundBlock.ToString() -> string!
override Kiln.SoundRef.GetHashCode() -> int
override Kiln.SoundRef.ToString() -> string!
override Kiln.SpawnBlock.Equals(object? obj) -> bool
override Kiln.SpawnBlock.GetHashCode() -> int
override Kiln.SpawnBlock.ToString() -> string!
override Kiln.SpawnShape.Equals(object? obj) -> bool
override Kiln.SpawnShape.GetHashCode() -> int
override Kiln.SpawnShape.ToString() -> string!
override Kiln.SpellBlock.Equals(object? obj) -> bool
override Kiln.SpellBlock.GetHashCode() -> int
override Kiln.SpellBlock.ToString() -> string!
override Kiln.SpotBlock.Equals(object? obj) -> bool
override Kiln.SpotBlock.GetHashCode() -> int
override Kiln.SpotBlock.ToString() -> string!
override Kiln.Stat.Equals(object? obj) -> bool
override Kiln.Stat.GetHashCode() -> int
override Kiln.Stat.ToString() -> string!
override Kiln.StationBlock.<Clone>$() -> Kiln.StationBlock!
override Kiln.StationBlock.Equals(object? obj) -> bool
override Kiln.StationBlock.GetHashCode() -> int
override Kiln.StationBlock.ToString() -> string!
override Kiln.StationKind.Equals(object? obj) -> bool
override Kiln.StationKind.GetHashCode() -> int
override Kiln.StationKind.ToString() -> string!
override Kiln.StationRef.GetHashCode() -> int
override Kiln.StationRef.ToString() -> string!
override Kiln.StationStatus.Equals(object? obj) -> bool
override Kiln.StationStatus.GetHashCode() -> int
override Kiln.StationStatus.ToString() -> string!
override Kiln.StatusApply.Equals(object? obj) -> bool
override Kiln.StatusApply.GetHashCode() -> int
override Kiln.StatusApply.ToString() -> string!
override Kiln.StatusBlock.Equals(object? obj) -> bool
override Kiln.StatusBlock.GetHashCode() -> int
override Kiln.StatusBlock.ToString() -> string!
override Kiln.StatusLook.Equals(object? obj) -> bool
override Kiln.StatusLook.GetHashCode() -> int
override Kiln.StatusLook.ToString() -> string!
override Kiln.StepBlock.Equals(object? obj) -> bool
override Kiln.StepBlock.GetHashCode() -> int
override Kiln.StepBlock.ToString() -> string!
override Kiln.StepSpawnBlock.<Clone>$() -> Kiln.StepSpawnBlock!
override Kiln.StepSpawnBlock.Equals(object? obj) -> bool
override Kiln.StepSpawnBlock.GetHashCode() -> int
override Kiln.StepSpawnBlock.ToString() -> string!
override Kiln.StrengthBlock.Equals(object? obj) -> bool
override Kiln.StrengthBlock.GetHashCode() -> int
override Kiln.StrengthBlock.ToString() -> string!
override Kiln.SummonBlock.<Clone>$() -> Kiln.SummonBlock!
override Kiln.SummonBlock.Equals(object? obj) -> bool
override Kiln.SummonBlock.GetHashCode() -> int
override Kiln.SummonBlock.ToString() -> string!
override Kiln.SurfaceBlock.Equals(object? obj) -> bool
override Kiln.SurfaceBlock.GetHashCode() -> int
override Kiln.SurfaceBlock.ToString() -> string!
override Kiln.SurfaceDisplacement.Equals(object? obj) -> bool
override Kiln.SurfaceDisplacement.GetHashCode() -> int
override Kiln.SurfaceDisplacement.ToString() -> string!
override Kiln.SurfaceEmissive.Equals(object? obj) -> bool
override Kiln.SurfaceEmissive.GetHashCode() -> int
override Kiln.SurfaceEmissive.ToString() -> string!
override Kiln.SurfaceLayer.Equals(object? obj) -> bool
override Kiln.SurfaceLayer.GetHashCode() -> int
override Kiln.SurfaceLayer.ToString() -> string!
override Kiln.SurfaceValue.GetHashCode() -> int
override Kiln.TalentBlock.Equals(object? obj) -> bool
override Kiln.TalentBlock.GetHashCode() -> int
override Kiln.TalentBlock.ToString() -> string!
override Kiln.TalentPointsBlock.Equals(object? obj) -> bool
override Kiln.TalentPointsBlock.GetHashCode() -> int
override Kiln.TalentPointsBlock.ToString() -> string!
override Kiln.TalentTreeBlock.Equals(object? obj) -> bool
override Kiln.TalentTreeBlock.GetHashCode() -> int
override Kiln.TalentTreeBlock.ToString() -> string!
override Kiln.TalkGoal.Equals(object? obj) -> bool
override Kiln.TalkGoal.GetHashCode() -> int
override Kiln.TalkGoal.ToString() -> string!
override Kiln.TemplateRef.GetHashCode() -> int
override Kiln.TemplateRef.ToString() -> string!
override Kiln.TerrainMaterialBlock.Equals(object? obj) -> bool
override Kiln.TerrainMaterialBlock.GetHashCode() -> int
override Kiln.TerrainMaterialBlock.ToString() -> string!
override Kiln.TextRow.<Clone>$() -> Kiln.TextRow!
override Kiln.TextRow.Equals(object? obj) -> bool
override Kiln.TextRow.GetHashCode() -> int
override Kiln.TextRow.ToString() -> string!
override Kiln.ToggleBlock.Equals(object? obj) -> bool
override Kiln.ToggleBlock.GetHashCode() -> int
override Kiln.ToggleBlock.ToString() -> string!
override Kiln.ToggleRow.<Clone>$() -> Kiln.ToggleRow!
override Kiln.ToggleRow.Equals(object? obj) -> bool
override Kiln.ToggleRow.GetHashCode() -> int
override Kiln.ToggleRow.ToString() -> string!
override Kiln.ToolBlock.Equals(object? obj) -> bool
override Kiln.ToolBlock.GetHashCode() -> int
override Kiln.ToolBlock.ToString() -> string!
override Kiln.ToolClass.Equals(object? obj) -> bool
override Kiln.ToolClass.GetHashCode() -> int
override Kiln.ToolClass.ToString() -> string!
override Kiln.TriggerBlock.Equals(object? obj) -> bool
override Kiln.TriggerBlock.GetHashCode() -> int
override Kiln.TriggerBlock.ToString() -> string!
override Kiln.UiAction.Equals(object? obj) -> bool
override Kiln.UiAction.GetHashCode() -> int
override Kiln.UiAction.ToString() -> string!
override Kiln.UiMenu.Equals(object? obj) -> bool
override Kiln.UiMenu.GetHashCode() -> int
override Kiln.UiMenu.ToString() -> string!
override Kiln.UiRow.Equals(object? obj) -> bool
override Kiln.UiRow.GetHashCode() -> int
override Kiln.UiRow.ToString() -> string!
override Kiln.UiSet.Equals(object? obj) -> bool
override Kiln.UiSet.GetHashCode() -> int
override Kiln.UiSet.ToString() -> string!
override Kiln.ValueRow.<Clone>$() -> Kiln.ValueRow!
override Kiln.ValueRow.Equals(object? obj) -> bool
override Kiln.ValueRow.GetHashCode() -> int
override Kiln.ValueRow.ToString() -> string!
override Kiln.VendorBlock.Equals(object? obj) -> bool
override Kiln.VendorBlock.GetHashCode() -> int
override Kiln.VendorBlock.ToString() -> string!
override Kiln.VfxBlock.Equals(object? obj) -> bool
override Kiln.VfxBlock.GetHashCode() -> int
override Kiln.VfxBlock.ToString() -> string!
override Kiln.VfxRange.GetHashCode() -> int
override Kiln.VfxRef.Equals(object? obj) -> bool
override Kiln.VfxRef.GetHashCode() -> int
override Kiln.VfxRef.ToString() -> string!
override Kiln.VfxTexture.Equals(object? obj) -> bool
override Kiln.VfxTexture.GetHashCode() -> int
override Kiln.VfxTexture.ToString() -> string!
override Kiln.VfxValue.GetHashCode() -> int
override Kiln.VisualBlock.Equals(object? obj) -> bool
override Kiln.VisualBlock.GetHashCode() -> int
override Kiln.VisualBlock.ToString() -> string!
override Kiln.WandAttack.Equals(object? obj) -> bool
override Kiln.WandAttack.GetHashCode() -> int
override Kiln.WandAttack.ToString() -> string!
override Kiln.WandBlock.Equals(object? obj) -> bool
override Kiln.WandBlock.GetHashCode() -> int
override Kiln.WandBlock.ToString() -> string!
override Kiln.WandMoves.Equals(object? obj) -> bool
override Kiln.WandMoves.GetHashCode() -> int
override Kiln.WandMoves.ToString() -> string!
override Kiln.WeaponBlock.Equals(object? obj) -> bool
override Kiln.WeaponBlock.GetHashCode() -> int
override Kiln.WeaponBlock.ToString() -> string!
override Kiln.WeaponClass.Equals(object? obj) -> bool
override Kiln.WeaponClass.GetHashCode() -> int
override Kiln.WeaponClass.ToString() -> string!
override Kiln.WeaponStats.Equals(object? obj) -> bool
override Kiln.WeaponStats.GetHashCode() -> int
override Kiln.WeaponStats.ToString() -> string!
override Kiln.WindowBlock.Equals(object? obj) -> bool
override Kiln.WindowBlock.GetHashCode() -> int
override Kiln.WindowBlock.ToString() -> string!
override Kiln.WindowRef.GetHashCode() -> int
override Kiln.WindowRef.ToString() -> string!
override Kiln.WorldCraftingProp.Equals(object? obj) -> bool
override Kiln.WorldCraftingProp.GetHashCode() -> int
override Kiln.WorldCraftingProp.ToString() -> string!
override Kiln.WorldMaterial.Equals(object? obj) -> bool
override Kiln.WorldMaterial.GetHashCode() -> int
override Kiln.WorldMaterial.ToString() -> string!
override Kiln.WornLook.Equals(object? obj) -> bool
override Kiln.WornLook.GetHashCode() -> int
override Kiln.WornLook.ToString() -> string!
override Kiln.ZoneBlock.<Clone>$() -> Kiln.ZoneBlock!
override Kiln.ZoneBlock.Equals(object? obj) -> bool
override Kiln.ZoneBlock.GetHashCode() -> int
override Kiln.ZoneBlock.ToString() -> string!
override sealed Kiln.AroundBlock.Equals(Kiln.PlacedDelivery? other) -> bool
override sealed Kiln.BeamBlock.Equals(Kiln.PlacedDelivery? other) -> bool
override sealed Kiln.BedBlock.Equals(Kiln.PropBlock? other) -> bool
override sealed Kiln.ButtonRow.Equals(Kiln.UiRow? other) -> bool
override sealed Kiln.ChainBlock.Equals(Kiln.PlacedDelivery? other) -> bool
override sealed Kiln.ChoiceRow.Equals(Kiln.UiRow? other) -> bool
override sealed Kiln.ConeBlock.Equals(Kiln.PlacedDelivery? other) -> bool
override sealed Kiln.ContainerBlock.Equals(Kiln.PropBlock? other) -> bool
override sealed Kiln.DoorBlock.Equals(Kiln.PropBlock? other) -> bool
override sealed Kiln.ScreenEffectBlock.Equals(Kiln.ScreenEffect? other) -> bool
override sealed Kiln.SeatBlock.Equals(Kiln.PropBlock? other) -> bool
override sealed Kiln.SelfBlock.Equals(Kiln.PlacedDelivery? other) -> bool
override sealed Kiln.SeparatorRow.Equals(Kiln.UiRow? other) -> bool
override sealed Kiln.SliderRow.Equals(Kiln.UiRow? other) -> bool
override sealed Kiln.StationBlock.Equals(Kiln.PropBlock? other) -> bool
override sealed Kiln.StepSpawnBlock.Equals(Kiln.PlaceBlock? other) -> bool
override sealed Kiln.SummonBlock.Equals(Kiln.PlacedDelivery? other) -> bool
override sealed Kiln.TextRow.Equals(Kiln.UiRow? other) -> bool
override sealed Kiln.ToggleRow.Equals(Kiln.UiRow? other) -> bool
override sealed Kiln.ValueRow.Equals(Kiln.UiRow? other) -> bool
override sealed Kiln.ZoneBlock.Equals(Kiln.PlacedDelivery? other) -> bool
static Kiln.AIBlock.operator !=(Kiln.AIBlock? left, Kiln.AIBlock? right) -> bool
static Kiln.AIBlock.operator ==(Kiln.AIBlock? left, Kiln.AIBlock? right) -> bool
static Kiln.AbilityBlock.operator !=(Kiln.AbilityBlock? left, Kiln.AbilityBlock? right) -> bool
static Kiln.AbilityBlock.operator ==(Kiln.AbilityBlock? left, Kiln.AbilityBlock? right) -> bool
static Kiln.AbilityRef.implicit operator Kiln.AbilityRef(Kiln.BlockHandle<Kiln.AbilityBlock!>! handle) -> Kiln.AbilityRef
static Kiln.AbilityRef.implicit operator Kiln.AbilityRef(string! value) -> Kiln.AbilityRef
static Kiln.AbilityRef.operator !=(Kiln.AbilityRef left, Kiln.AbilityRef right) -> bool
static Kiln.AbilityRef.operator ==(Kiln.AbilityRef left, Kiln.AbilityRef right) -> bool
static Kiln.ActionBlock.operator !=(Kiln.ActionBlock? left, Kiln.ActionBlock? right) -> bool
static Kiln.ActionBlock.operator ==(Kiln.ActionBlock? left, Kiln.ActionBlock? right) -> bool
static Kiln.AiRulesApi.AlliesNear(int count, double metres) -> Kiln.RuleCondition!
static Kiln.AiRulesApi.Apply(Kiln.StatusApply! status, Kiln.NpcEffectOn on = Kiln.NpcEffectOn.Target) -> Kiln.RuleAction!
static Kiln.AiRulesApi.BackOff(double min, double max) -> Kiln.RuleAction!
static Kiln.AiRulesApi.Cast(Kiln.IDeliveryBlock! delivery) -> Kiln.RuleAction!
static Kiln.AiRulesApi.Chance(double chance) -> Kiln.RuleCondition!
static Kiln.AiRulesApi.DisableFeature(Kiln.EnemyFeatures feature) -> Kiln.RuleAction!
static Kiln.AiRulesApi.EnableFeature(Kiln.EnemyFeatures feature) -> Kiln.RuleAction!
static Kiln.AiRulesApi.EnemiesNear(int count, double metres) -> Kiln.RuleCondition!
static Kiln.AiRulesApi.Flee() -> Kiln.RuleAction!
static Kiln.AiRulesApi.Heal(double fraction) -> Kiln.RuleAction!
static Kiln.AiRulesApi.HitWithin(double seconds) -> Kiln.RuleCondition!
static Kiln.AiRulesApi.Immune(bool immune = true) -> Kiln.RuleAction!
static Kiln.AiRulesApi.InState(params Kiln.EnemyState[]! states) -> Kiln.RuleCondition!
static Kiln.AiRulesApi.Pause(double minSeconds, double maxSeconds) -> Kiln.RuleAction!
static Kiln.AiRulesApi.Play(System.Guid sequence, bool wait = false) -> Kiln.RuleAction!
static Kiln.AiRulesApi.SenseFilter(string! name, System.Func<Kiln.NpcView!, Kiln.EntityId, bool>! filter) -> void
static Kiln.AiRulesApi.Summon(string! creature, int count = 1, double radius = 3, double seconds = 0, Kiln.SummonSide side = Kiln.SummonSide.Summoner) -> Kiln.RuleAction!
static Kiln.AiRulesApi.SummonsBelow(int count) -> Kiln.RuleCondition!
static Kiln.AiRulesApi.TargetHealthBelow(double fraction) -> Kiln.RuleCondition!
static Kiln.AiRulesApi.TargetIsPlayer(bool player = true) -> Kiln.RuleCondition!
static Kiln.AiRulesApi.extension(Kiln.Act!).Apply(Kiln.StatusApply! status, Kiln.NpcEffectOn on = Kiln.NpcEffectOn.Target) -> Kiln.RuleAction!
static Kiln.AiRulesApi.extension(Kiln.Act!).BackOff(double min, double max) -> Kiln.RuleAction!
static Kiln.AiRulesApi.extension(Kiln.Act!).Cast(Kiln.IDeliveryBlock! delivery) -> Kiln.RuleAction!
static Kiln.AiRulesApi.extension(Kiln.Act!).DisableFeature(Kiln.EnemyFeatures feature) -> Kiln.RuleAction!
static Kiln.AiRulesApi.extension(Kiln.Act!).EnableFeature(Kiln.EnemyFeatures feature) -> Kiln.RuleAction!
static Kiln.AiRulesApi.extension(Kiln.Act!).Flee() -> Kiln.RuleAction!
static Kiln.AiRulesApi.extension(Kiln.Act!).Heal(double fraction) -> Kiln.RuleAction!
static Kiln.AiRulesApi.extension(Kiln.Act!).Immune(bool immune = true) -> Kiln.RuleAction!
static Kiln.AiRulesApi.extension(Kiln.Act!).Pause(double minSeconds, double maxSeconds) -> Kiln.RuleAction!
static Kiln.AiRulesApi.extension(Kiln.Act!).Play(System.Guid sequence, bool wait = false) -> Kiln.RuleAction!
static Kiln.AiRulesApi.extension(Kiln.Act!).Summon(string! creature, int count = 1, double radius = 3, double seconds = 0, Kiln.SummonSide side = Kiln.SummonSide.Summoner) -> Kiln.RuleAction!
static Kiln.AiRulesApi.extension(Kiln.Blocks!).SenseFilter(string! name, System.Func<Kiln.NpcView!, Kiln.EntityId, bool>! filter) -> void
static Kiln.AiRulesApi.extension(Kiln.Is!).AlliesNear(int count, double metres) -> Kiln.RuleCondition!
static Kiln.AiRulesApi.extension(Kiln.Is!).Chance(double chance) -> Kiln.RuleCondition!
static Kiln.AiRulesApi.extension(Kiln.Is!).EnemiesNear(int count, double metres) -> Kiln.RuleCondition!
static Kiln.AiRulesApi.extension(Kiln.Is!).HasTarget.get -> Kiln.RuleCondition!
static Kiln.AiRulesApi.extension(Kiln.Is!).HitWithin(double seconds) -> Kiln.RuleCondition!
static Kiln.AiRulesApi.extension(Kiln.Is!).InCombat.get -> Kiln.RuleCondition!
static Kiln.AiRulesApi.extension(Kiln.Is!).InState(params Kiln.EnemyState[]! states) -> Kiln.RuleCondition!
static Kiln.AiRulesApi.extension(Kiln.Is!).SummonsBelow(int count) -> Kiln.RuleCondition!
static Kiln.AiRulesApi.extension(Kiln.Is!).TargetAtHome.get -> Kiln.RuleCondition!
static Kiln.AiRulesApi.extension(Kiln.Is!).TargetHealthBelow(double fraction) -> Kiln.RuleCondition!
static Kiln.AiRulesApi.extension(Kiln.Is!).TargetIsPlayer(bool player = true) -> Kiln.RuleCondition!
static Kiln.AiRulesApi.get_HasTarget() -> Kiln.RuleCondition!
static Kiln.AiRulesApi.get_InCombat() -> Kiln.RuleCondition!
static Kiln.AiRulesApi.get_TargetAtHome() -> Kiln.RuleCondition!
static Kiln.AiStats.Casts.get -> long
static Kiln.AiStats.FilterCalls.get -> long
static Kiln.AiStats.FilterRefused.get -> long
static Kiln.AiStats.Rows.get -> long
static Kiln.AiStats.Summons.get -> long
static Kiln.AiStats.SummonsOf(Kiln.EntityId summoner) -> System.Collections.Generic.IReadOnlyList<Kiln.EntityId>!
static Kiln.AmmoBlock.operator !=(Kiln.AmmoBlock? left, Kiln.AmmoBlock? right) -> bool
static Kiln.AmmoBlock.operator ==(Kiln.AmmoBlock? left, Kiln.AmmoBlock? right) -> bool
static Kiln.AnimState.Dead.get -> Kiln.AnimState!
static Kiln.AnimState.Fall.get -> Kiln.AnimState!
static Kiln.AnimState.Game(System.Guid id) -> Kiln.AnimState!
static Kiln.AnimState.Idle.get -> Kiln.AnimState!
static Kiln.AnimState.IdleCombat.get -> Kiln.AnimState!
static Kiln.AnimState.IdleSneak.get -> Kiln.AnimState!
static Kiln.AnimState.Run.get -> Kiln.AnimState!
static Kiln.AnimState.Sneak.get -> Kiln.AnimState!
static Kiln.AnimState.Sprint.get -> Kiln.AnimState!
static Kiln.AnimState.Stun.get -> Kiln.AnimState!
static Kiln.AnimState.Walk.get -> Kiln.AnimState!
static Kiln.AnimState.implicit operator Kiln.AnimState!(string! name) -> Kiln.AnimState!
static Kiln.AnimationBlock.operator !=(Kiln.AnimationBlock? left, Kiln.AnimationBlock? right) -> bool
static Kiln.AnimationBlock.operator ==(Kiln.AnimationBlock? left, Kiln.AnimationBlock? right) -> bool
static Kiln.AreaBlock.operator !=(Kiln.AreaBlock? left, Kiln.AreaBlock? right) -> bool
static Kiln.AreaBlock.operator ==(Kiln.AreaBlock? left, Kiln.AreaBlock? right) -> bool
static Kiln.ArmorBlock.operator !=(Kiln.ArmorBlock? left, Kiln.ArmorBlock? right) -> bool
static Kiln.ArmorBlock.operator ==(Kiln.ArmorBlock? left, Kiln.ArmorBlock? right) -> bool
static Kiln.ArmorLook.implicit operator Kiln.ArmorLook!(Kiln.BlockHandle<Kiln.VisualBlock!>! handle) -> Kiln.ArmorLook!
static Kiln.ArmorLook.implicit operator Kiln.ArmorLook!(Kiln.BlockHandle<Kiln.WornLook!>! handle) -> Kiln.ArmorLook!
static Kiln.ArmorLook.implicit operator Kiln.ArmorLook!(Kiln.VisualBlock! block) -> Kiln.ArmorLook!
static Kiln.ArmorLook.implicit operator Kiln.ArmorLook!(Kiln.WornLook! block) -> Kiln.ArmorLook!
static Kiln.ArmorLook.implicit operator Kiln.ArmorLook!(string! name) -> Kiln.ArmorLook!
static Kiln.ArmorResist.operator !=(Kiln.ArmorResist? left, Kiln.ArmorResist? right) -> bool
static Kiln.ArmorResist.operator ==(Kiln.ArmorResist? left, Kiln.ArmorResist? right) -> bool
static Kiln.ArmorSet.operator !=(Kiln.ArmorSet? left, Kiln.ArmorSet? right) -> bool
static Kiln.ArmorSet.operator ==(Kiln.ArmorSet? left, Kiln.ArmorSet? right) -> bool
static Kiln.ArmorSlot.operator !=(Kiln.ArmorSlot? left, Kiln.ArmorSlot? right) -> bool
static Kiln.ArmorSlot.operator ==(Kiln.ArmorSlot? left, Kiln.ArmorSlot? right) -> bool
static Kiln.ArmorStats.operator !=(Kiln.ArmorStats? left, Kiln.ArmorStats? right) -> bool
static Kiln.ArmorStats.operator ==(Kiln.ArmorStats? left, Kiln.ArmorStats? right) -> bool
static Kiln.AroundBlock.operator !=(Kiln.AroundBlock? left, Kiln.AroundBlock? right) -> bool
static Kiln.AroundBlock.operator ==(Kiln.AroundBlock? left, Kiln.AroundBlock? right) -> bool
static Kiln.AttackBlock.operator !=(Kiln.AttackBlock? left, Kiln.AttackBlock? right) -> bool
static Kiln.AttackBlock.operator ==(Kiln.AttackBlock? left, Kiln.AttackBlock? right) -> bool
static Kiln.Barber.Of(Kiln.EntityId character) -> (uint Hair, uint Beard)?
static Kiln.Barber.Wear(Kiln.EntityId character, Kiln.BlockHandle! look) -> bool
static Kiln.Barber.Wear(Kiln.EntityId character, uint item, bool beard) -> bool
static Kiln.BeamBlock.operator !=(Kiln.BeamBlock? left, Kiln.BeamBlock? right) -> bool
static Kiln.BeamBlock.operator ==(Kiln.BeamBlock? left, Kiln.BeamBlock? right) -> bool
static Kiln.BeardBlock.operator !=(Kiln.BeardBlock? left, Kiln.BeardBlock? right) -> bool
static Kiln.BeardBlock.operator ==(Kiln.BeardBlock? left, Kiln.BeardBlock? right) -> bool
static Kiln.BedBlock.operator !=(Kiln.BedBlock? left, Kiln.BedBlock? right) -> bool
static Kiln.BedBlock.operator ==(Kiln.BedBlock? left, Kiln.BedBlock? right) -> bool
static Kiln.BehaviourBlock.operator !=(Kiln.BehaviourBlock? left, Kiln.BehaviourBlock? right) -> bool
static Kiln.BehaviourBlock.operator ==(Kiln.BehaviourBlock? left, Kiln.BehaviourBlock? right) -> bool
static Kiln.BlendSpace.operator !=(Kiln.BlendSpace? left, Kiln.BlendSpace? right) -> bool
static Kiln.BlendSpace.operator ==(Kiln.BlendSpace? left, Kiln.BlendSpace? right) -> bool
static Kiln.Blends.ByDirection(string! forward, string! back, string? left = null, string? right = null) -> Kiln.Clip!
static Kiln.Blends.On(string! input, params (double At, string! Clip)[]! clips) -> Kiln.Clip!
static Kiln.BlockIds.Derive(string! mod, string! kind, string! name) -> System.Guid
static Kiln.BlockIds.Fnv(System.Guid g) -> uint
static Kiln.Blocks.Available.get -> bool
static Kiln.Blocks.Define(string! name, Kiln.BuildingMaterialBlock! block) -> Kiln.TableBlockHandle<Kiln.BuildingMaterialBlock!>!
static Kiln.Blocks.Define(string! name, Kiln.DialogueBlock! block) -> Kiln.DialogueHandle!
static Kiln.Blocks.Define(string! name, Kiln.LootTableBlock! block) -> Kiln.LootTableHandle!
static Kiln.Blocks.Define(string! name, Kiln.MaterialBlock! block) -> Kiln.MaterialBlockHandle!
static Kiln.Blocks.Define(string! name, Kiln.MaterialTweakBlock! block) -> Kiln.TableBlockHandle<Kiln.MaterialTweakBlock!>!
static Kiln.Blocks.Define(string! name, Kiln.QuestBlock! block) -> Kiln.QuestHandle!
static Kiln.Blocks.Define(string! name, Kiln.TerrainMaterialBlock! block) -> Kiln.TableBlockHandle<Kiln.TerrainMaterialBlock!>!
static Kiln.Blocks.Define(string! name, Kiln.VfxBlock! block) -> Kiln.VfxBlockHandle!
static Kiln.Blocks.Define<T>(string! name, T! block) -> Kiln.BlockHandle<T!>!
static Kiln.Blocks.DumpPrograms(string! directory) -> int
static Kiln.Blocks.Find(string! name, string? mod = null) -> Kiln.BlockHandle?
static Kiln.Blocks.Lowered(string! name, string? mod = null) -> string?
static Kiln.Blocks.Report() -> System.Collections.Generic.IReadOnlyDictionary<string!, (System.Collections.Generic.IReadOnlyList<string!>! Blocks, System.Collections.Generic.IReadOnlyList<string!>! Errors)>!
static Kiln.Blocks.Warnings(string? mod = null) -> System.Collections.Generic.IReadOnlyList<string!>!
static Kiln.BlueprintBlock.operator !=(Kiln.BlueprintBlock? left, Kiln.BlueprintBlock? right) -> bool
static Kiln.BlueprintBlock.operator ==(Kiln.BlueprintBlock? left, Kiln.BlueprintBlock? right) -> bool
static Kiln.BodyBlock.operator !=(Kiln.BodyBlock? left, Kiln.BodyBlock? right) -> bool
static Kiln.BodyBlock.operator ==(Kiln.BodyBlock? left, Kiln.BodyBlock? right) -> bool
static Kiln.BodySize.operator !=(Kiln.BodySize? left, Kiln.BodySize? right) -> bool
static Kiln.BodySize.operator ==(Kiln.BodySize? left, Kiln.BodySize? right) -> bool
static Kiln.BoxCollider.operator !=(Kiln.BoxCollider? left, Kiln.BoxCollider? right) -> bool
static Kiln.BoxCollider.operator ==(Kiln.BoxCollider? left, Kiln.BoxCollider? right) -> bool
static Kiln.BuildGoal.operator !=(Kiln.BuildGoal? left, Kiln.BuildGoal? right) -> bool
static Kiln.BuildGoal.operator ==(Kiln.BuildGoal? left, Kiln.BuildGoal? right) -> bool
static Kiln.BuildingMaterialBlock.operator !=(Kiln.BuildingMaterialBlock? left, Kiln.BuildingMaterialBlock? right) -> bool
static Kiln.BuildingMaterialBlock.operator ==(Kiln.BuildingMaterialBlock? left, Kiln.BuildingMaterialBlock? right) -> bool
static Kiln.ButtonRow.operator !=(Kiln.ButtonRow? left, Kiln.ButtonRow? right) -> bool
static Kiln.ButtonRow.operator ==(Kiln.ButtonRow? left, Kiln.ButtonRow? right) -> bool
static Kiln.Capsule.Of(double radius, double height) -> Kiln.ColliderBlock!
static Kiln.CastAnimation.operator !=(Kiln.CastAnimation? left, Kiln.CastAnimation? right) -> bool
static Kiln.CastAnimation.operator ==(Kiln.CastAnimation? left, Kiln.CastAnimation? right) -> bool
static Kiln.CastBlock.operator !=(Kiln.CastBlock? left, Kiln.CastBlock? right) -> bool
static Kiln.CastBlock.operator ==(Kiln.CastBlock? left, Kiln.CastBlock? right) -> bool
static Kiln.ChainBlock.operator !=(Kiln.ChainBlock? left, Kiln.ChainBlock? right) -> bool
static Kiln.ChainBlock.operator ==(Kiln.ChainBlock? left, Kiln.ChainBlock? right) -> bool
static Kiln.ChoiceRow.operator !=(Kiln.ChoiceRow? left, Kiln.ChoiceRow? right) -> bool
static Kiln.ChoiceRow.operator ==(Kiln.ChoiceRow? left, Kiln.ChoiceRow? right) -> bool
static Kiln.Clip.implicit operator Kiln.Clip!(string! name) -> Kiln.Clip!
static Kiln.Clip.operator !=(Kiln.Clip? left, Kiln.Clip? right) -> bool
static Kiln.Clip.operator ==(Kiln.Clip? left, Kiln.Clip? right) -> bool
static Kiln.CollectGoal.operator !=(Kiln.CollectGoal? left, Kiln.CollectGoal? right) -> bool
static Kiln.CollectGoal.operator ==(Kiln.CollectGoal? left, Kiln.CollectGoal? right) -> bool
static Kiln.ColliderBlock.operator !=(Kiln.ColliderBlock? left, Kiln.ColliderBlock? right) -> bool
static Kiln.ColliderBlock.operator ==(Kiln.ColliderBlock? left, Kiln.ColliderBlock? right) -> bool
static Kiln.ComfortBlock.operator !=(Kiln.ComfortBlock? left, Kiln.ComfortBlock? right) -> bool
static Kiln.ComfortBlock.operator ==(Kiln.ComfortBlock? left, Kiln.ComfortBlock? right) -> bool
static Kiln.ConditionBlock.operator !=(Kiln.ConditionBlock? left, Kiln.ConditionBlock? right) -> bool
static Kiln.ConditionBlock.operator ==(Kiln.ConditionBlock? left, Kiln.ConditionBlock? right) -> bool
static Kiln.ConeBlock.operator !=(Kiln.ConeBlock? left, Kiln.ConeBlock? right) -> bool
static Kiln.ConeBlock.operator ==(Kiln.ConeBlock? left, Kiln.ConeBlock? right) -> bool
static Kiln.ContainerBlock.operator !=(Kiln.ContainerBlock? left, Kiln.ContainerBlock? right) -> bool
static Kiln.ContainerBlock.operator ==(Kiln.ContainerBlock? left, Kiln.ContainerBlock? right) -> bool
static Kiln.CosmeticBlock.operator !=(Kiln.CosmeticBlock? left, Kiln.CosmeticBlock? right) -> bool
static Kiln.CosmeticBlock.operator ==(Kiln.CosmeticBlock? left, Kiln.CosmeticBlock? right) -> bool
static Kiln.CraftGoal.operator !=(Kiln.CraftGoal? left, Kiln.CraftGoal? right) -> bool
static Kiln.CraftGoal.operator ==(Kiln.CraftGoal? left, Kiln.CraftGoal? right) -> bool
static Kiln.CreatureBlock.operator !=(Kiln.CreatureBlock? left, Kiln.CreatureBlock? right) -> bool
static Kiln.CreatureBlock.operator ==(Kiln.CreatureBlock? left, Kiln.CreatureBlock? right) -> bool
static Kiln.CreatureStats.operator !=(Kiln.CreatureStats? left, Kiln.CreatureStats? right) -> bool
static Kiln.CreatureStats.operator ==(Kiln.CreatureStats? left, Kiln.CreatureStats? right) -> bool
static Kiln.Curve.Keys(params (float T, float Value)[]! keys) -> Kiln.Curve!
static Kiln.Curve.Linear(float start, float end) -> Kiln.Curve!
static Kiln.Curve.Of(params float[]! values) -> Kiln.Curve!
static Kiln.Curve.implicit operator Kiln.Curve!(float value) -> Kiln.Curve!
static Kiln.Curve.operator !=(Kiln.Curve? left, Kiln.Curve? right) -> bool
static Kiln.Curve.operator ==(Kiln.Curve? left, Kiln.Curve? right) -> bool
static Kiln.CustomGoal.operator !=(Kiln.CustomGoal? left, Kiln.CustomGoal? right) -> bool
static Kiln.CustomGoal.operator ==(Kiln.CustomGoal? left, Kiln.CustomGoal? right) -> bool
static Kiln.Damage.Blunt(float n) -> Kiln.DamageBlock!
static Kiln.Damage.Cut(float n) -> Kiln.DamageBlock!
static Kiln.Damage.Fire(float n) -> Kiln.DamageBlock!
static Kiln.Damage.Ice(float n) -> Kiln.DamageBlock!
static Kiln.Damage.Lightning(float n) -> Kiln.DamageBlock!
static Kiln.Damage.Pierce(float n) -> Kiln.DamageBlock!
static Kiln.Damage.Poison(float n) -> Kiln.DamageBlock!
static Kiln.Damage.Shroud(float n) -> Kiln.DamageBlock!
static Kiln.DamageBlock.operator !=(Kiln.DamageBlock? left, Kiln.DamageBlock? right) -> bool
static Kiln.DamageBlock.operator +(Kiln.DamageBlock! a, Kiln.DamageBlock! b) -> Kiln.DamageBlock!
static Kiln.DamageBlock.operator ==(Kiln.DamageBlock? left, Kiln.DamageBlock? right) -> bool
static Kiln.DeliverGoal.operator !=(Kiln.DeliverGoal? left, Kiln.DeliverGoal? right) -> bool
static Kiln.DeliverGoal.operator ==(Kiln.DeliverGoal? left, Kiln.DeliverGoal? right) -> bool
static Kiln.DialogueBlock.operator !=(Kiln.DialogueBlock? left, Kiln.DialogueBlock? right) -> bool
static Kiln.DialogueBlock.operator ==(Kiln.DialogueBlock? left, Kiln.DialogueBlock? right) -> bool
static Kiln.DialogueHandle.implicit operator Kiln.DialogueDefinition!(Kiln.DialogueHandle! handle) -> Kiln.DialogueDefinition!
static Kiln.DialogueNodeBlock.operator !=(Kiln.DialogueNodeBlock? left, Kiln.DialogueNodeBlock? right) -> bool
static Kiln.DialogueNodeBlock.operator ==(Kiln.DialogueNodeBlock? left, Kiln.DialogueNodeBlock? right) -> bool
static Kiln.DissolveBlock.implicit operator Kiln.DissolveBlock!(bool on) -> Kiln.DissolveBlock!
static Kiln.DissolveBlock.operator !=(Kiln.DissolveBlock? left, Kiln.DissolveBlock? right) -> bool
static Kiln.DissolveBlock.operator ==(Kiln.DissolveBlock? left, Kiln.DissolveBlock? right) -> bool
static Kiln.Do.Advance(string! questDotStep, bool force = false) -> Kiln.ActionBlock!
static Kiln.Do.Call(string! name) -> Kiln.ActionBlock!
static Kiln.Do.Chat(Kiln.UiText! text) -> Kiln.ActionBlock!
static Kiln.Do.Complete(string! quest) -> Kiln.ActionBlock!
static Kiln.Do.Fail(string! quest) -> Kiln.ActionBlock!
static Kiln.Do.Give(Kiln.ItemRef item, int count = 1) -> Kiln.ActionBlock!
static Kiln.Do.Knowledge(string! name, string? target = null) -> Kiln.ActionBlock!
static Kiln.Do.Reset(string! quest) -> Kiln.ActionBlock!
static Kiln.Do.Revoke(string! name, string? target = null) -> Kiln.ActionBlock!
static Kiln.Do.Signal(string! name, int amount = 1) -> Kiln.ActionBlock!
static Kiln.Do.Start(string! quest, bool force = false) -> Kiln.ActionBlock!
static Kiln.Do.Take(Kiln.ItemRef item, int count = 1) -> Kiln.ActionBlock!
static Kiln.Do.Talk(string! dialogue, string? node = null) -> Kiln.ActionBlock!
static Kiln.Do.Teleport(double x, double y, double z) -> Kiln.ActionBlock!
static Kiln.Do.Xp(uint amount) -> Kiln.ActionBlock!
static Kiln.DoorBlock.operator !=(Kiln.DoorBlock? left, Kiln.DoorBlock? right) -> bool
static Kiln.DoorBlock.operator ==(Kiln.DoorBlock? left, Kiln.DoorBlock? right) -> bool
static Kiln.DropPlace.operator !=(Kiln.DropPlace? left, Kiln.DropPlace? right) -> bool
static Kiln.DropPlace.operator ==(Kiln.DropPlace? left, Kiln.DropPlace? right) -> bool
static Kiln.EatRule.operator !=(Kiln.EatRule? left, Kiln.EatRule? right) -> bool
static Kiln.EatRule.operator ==(Kiln.EatRule? left, Kiln.EatRule? right) -> bool
static Kiln.EffectBlock.operator !=(Kiln.EffectBlock? left, Kiln.EffectBlock? right) -> bool
static Kiln.EffectBlock.operator ==(Kiln.EffectBlock? left, Kiln.EffectBlock? right) -> bool
static Kiln.EffectRef.implicit operator Kiln.EffectRef!(Kiln.BlockHandle<Kiln.EffectBlock!>! handle) -> Kiln.EffectRef!
static Kiln.EffectRef.implicit operator Kiln.EffectRef!(Kiln.EffectBlock! block) -> Kiln.EffectRef!
static Kiln.EffectRef.implicit operator Kiln.EffectRef!(string! name) -> Kiln.EffectRef!
static Kiln.EmissiveBlock.implicit operator Kiln.EmissiveBlock!(string! mapOrColour) -> Kiln.EmissiveBlock!
static Kiln.EmissiveBlock.operator !=(Kiln.EmissiveBlock? left, Kiln.EmissiveBlock? right) -> bool
static Kiln.EmissiveBlock.operator ==(Kiln.EmissiveBlock? left, Kiln.EmissiveBlock? right) -> bool
static Kiln.EquipBonus.operator !=(Kiln.EquipBonus? left, Kiln.EquipBonus? right) -> bool
static Kiln.EquipBonus.operator ==(Kiln.EquipBonus? left, Kiln.EquipBonus? right) -> bool
static Kiln.FactionStatus.operator !=(Kiln.FactionStatus? left, Kiln.FactionStatus? right) -> bool
static Kiln.FactionStatus.operator ==(Kiln.FactionStatus? left, Kiln.FactionStatus? right) -> bool
static Kiln.Factions.Available.get -> bool
static Kiln.Factions.Between(Kiln.EntityId a, Kiln.EntityId b) -> (bool Fights, bool Friends)
static Kiln.Factions.Fights(Kiln.Faction a, Kiln.Faction b) -> bool
static Kiln.Factions.Friends(Kiln.Faction a, Kiln.Faction b) -> bool
static Kiln.Factions.Get(Kiln.Faction a, Kiln.Faction b) -> Kiln.Relation
static Kiln.Factions.Relate(Kiln.Faction a, Kiln.Faction b, Kiln.Relation relation, bool mutual = true) -> void
static Kiln.Factions.Reset() -> void
static Kiln.Factions.Status.get -> Kiln.FactionStatus?
static Kiln.FishingBlock.operator !=(Kiln.FishingBlock? left, Kiln.FishingBlock? right) -> bool
static Kiln.FishingBlock.operator ==(Kiln.FishingBlock? left, Kiln.FishingBlock? right) -> bool
static Kiln.FleeBlock.operator !=(Kiln.FleeBlock? left, Kiln.FleeBlock? right) -> bool
static Kiln.FleeBlock.operator ==(Kiln.FleeBlock? left, Kiln.FleeBlock? right) -> bool
static Kiln.Flipbook.operator !=(Kiln.Flipbook? left, Kiln.Flipbook? right) -> bool
static Kiln.Flipbook.operator ==(Kiln.Flipbook? left, Kiln.Flipbook? right) -> bool
static Kiln.GameTreePlace.operator !=(Kiln.GameTreePlace? left, Kiln.GameTreePlace? right) -> bool
static Kiln.GameTreePlace.operator ==(Kiln.GameTreePlace? left, Kiln.GameTreePlace? right) -> bool
static Kiln.Goal.Build(Kiln.ItemRef prop, int count = 1) -> Kiln.ObjectiveBlock!
static Kiln.Goal.Collect(Kiln.ItemRef item, int count = 1) -> Kiln.ObjectiveBlock!
static Kiln.Goal.Craft(Kiln.ItemRef item, int count = 1) -> Kiln.ObjectiveBlock!
static Kiln.Goal.Custom(string! signal, int count = 1) -> Kiln.ObjectiveBlock!
static Kiln.Goal.Deliver(Kiln.ItemRef item, int count, string! to) -> Kiln.ObjectiveBlock!
static Kiln.Goal.Kill(string? template = null, string? family = null, string? tag = null, int count = 1) -> Kiln.ObjectiveBlock!
static Kiln.Goal.Knowing(string! knowledge) -> Kiln.ObjectiveBlock!
static Kiln.Goal.Reach(double x, double y, double z, double radius = 10) -> Kiln.ObjectiveBlock!
static Kiln.Goal.ReachSite(double radius = 10) -> Kiln.ObjectiveBlock!
static Kiln.Goal.Talk(string! npc, string? node = null, string? line = null) -> Kiln.ObjectiveBlock!
static Kiln.Gradient.Keys(params (float T, string! Colour)[]! keys) -> Kiln.Gradient!
static Kiln.Gradient.Of(params string![]! colours) -> Kiln.Gradient!
static Kiln.Gradient.implicit operator Kiln.Gradient!(string! colour) -> Kiln.Gradient!
static Kiln.Gradient.operator !=(Kiln.Gradient? left, Kiln.Gradient? right) -> bool
static Kiln.Gradient.operator ==(Kiln.Gradient? left, Kiln.Gradient? right) -> bool
static Kiln.GreetingBlock.operator !=(Kiln.GreetingBlock? left, Kiln.GreetingBlock? right) -> bool
static Kiln.GreetingBlock.operator ==(Kiln.GreetingBlock? left, Kiln.GreetingBlock? right) -> bool
static Kiln.HairBlock.operator !=(Kiln.HairBlock? left, Kiln.HairBlock? right) -> bool
static Kiln.HairBlock.operator ==(Kiln.HairBlock? left, Kiln.HairBlock? right) -> bool
static Kiln.HitsRef.implicit operator Kiln.HitsRef!(Kiln.BlockHandle<Kiln.OnHitBlock!>! handle) -> Kiln.HitsRef!
static Kiln.HitsRef.implicit operator Kiln.HitsRef!(Kiln.OnHitBlock! block) -> Kiln.HitsRef!
static Kiln.HitsRef.implicit operator Kiln.HitsRef!(string! name) -> Kiln.HitsRef!
static Kiln.HomingBlock.operator !=(Kiln.HomingBlock? left, Kiln.HomingBlock? right) -> bool
static Kiln.HomingBlock.operator ==(Kiln.HomingBlock? left, Kiln.HomingBlock? right) -> bool
static Kiln.HudLineBlock.operator !=(Kiln.HudLineBlock? left, Kiln.HudLineBlock? right) -> bool
static Kiln.HudLineBlock.operator ==(Kiln.HudLineBlock? left, Kiln.HudLineBlock? right) -> bool
static Kiln.InteractBlock.operator !=(Kiln.InteractBlock? left, Kiln.InteractBlock? right) -> bool
static Kiln.InteractBlock.operator ==(Kiln.InteractBlock? left, Kiln.InteractBlock? right) -> bool
static Kiln.InteractPlay.operator !=(Kiln.InteractPlay? left, Kiln.InteractPlay? right) -> bool
static Kiln.InteractPlay.operator ==(Kiln.InteractPlay? left, Kiln.InteractPlay? right) -> bool
static Kiln.InteractVerb.operator !=(Kiln.InteractVerb? left, Kiln.InteractVerb? right) -> bool
static Kiln.InteractVerb.operator ==(Kiln.InteractVerb? left, Kiln.InteractVerb? right) -> bool
static Kiln.ItemBlock.operator !=(Kiln.ItemBlock? left, Kiln.ItemBlock? right) -> bool
static Kiln.ItemBlock.operator ==(Kiln.ItemBlock? left, Kiln.ItemBlock? right) -> bool
static Kiln.ItemKind.operator !=(Kiln.ItemKind? left, Kiln.ItemKind? right) -> bool
static Kiln.ItemKind.operator ==(Kiln.ItemKind? left, Kiln.ItemKind? right) -> bool
static Kiln.ItemRef.implicit operator Kiln.ItemRef(Kiln.BlockHandle! handle) -> Kiln.ItemRef
static Kiln.ItemRef.implicit operator Kiln.ItemRef(string! value) -> Kiln.ItemRef
static Kiln.ItemRef.operator !=(Kiln.ItemRef left, Kiln.ItemRef right) -> bool
static Kiln.ItemRef.operator ==(Kiln.ItemRef left, Kiln.ItemRef right) -> bool
static Kiln.KeyBindingBlock.operator !=(Kiln.KeyBindingBlock? left, Kiln.KeyBindingBlock? right) -> bool
static Kiln.KeyBindingBlock.operator ==(Kiln.KeyBindingBlock? left, Kiln.KeyBindingBlock? right) -> bool
static Kiln.KillGoal.operator !=(Kiln.KillGoal? left, Kiln.KillGoal? right) -> bool
static Kiln.KillGoal.operator ==(Kiln.KillGoal? left, Kiln.KillGoal? right) -> bool
static Kiln.LayerBlock.operator !=(Kiln.LayerBlock? left, Kiln.LayerBlock? right) -> bool
static Kiln.LayerBlock.operator ==(Kiln.LayerBlock? left, Kiln.LayerBlock? right) -> bool
static Kiln.LidBlock.operator !=(Kiln.LidBlock? left, Kiln.LidBlock? right) -> bool
static Kiln.LidBlock.operator ==(Kiln.LidBlock? left, Kiln.LidBlock? right) -> bool
static Kiln.LightBlock.operator !=(Kiln.LightBlock? left, Kiln.LightBlock? right) -> bool
static Kiln.LightBlock.operator ==(Kiln.LightBlock? left, Kiln.LightBlock? right) -> bool
static Kiln.LootBlock.operator !=(Kiln.LootBlock? left, Kiln.LootBlock? right) -> bool
static Kiln.LootBlock.operator ==(Kiln.LootBlock? left, Kiln.LootBlock? right) -> bool
static Kiln.LootEntry.operator !=(Kiln.LootEntry? left, Kiln.LootEntry? right) -> bool
static Kiln.LootEntry.operator ==(Kiln.LootEntry? left, Kiln.LootEntry? right) -> bool
static Kiln.LootStack.operator !=(Kiln.LootStack left, Kiln.LootStack right) -> bool
static Kiln.LootStack.operator ==(Kiln.LootStack left, Kiln.LootStack right) -> bool
static Kiln.LootTableBlock.operator !=(Kiln.LootTableBlock? left, Kiln.LootTableBlock? right) -> bool
static Kiln.LootTableBlock.operator ==(Kiln.LootTableBlock? left, Kiln.LootTableBlock? right) -> bool
static Kiln.MarkerBlock.None.get -> Kiln.MarkerBlock!
static Kiln.MarkerBlock.operator !=(Kiln.MarkerBlock? left, Kiln.MarkerBlock? right) -> bool
static Kiln.MarkerBlock.operator ==(Kiln.MarkerBlock? left, Kiln.MarkerBlock? right) -> bool
static Kiln.MaterialAlphaTest.implicit operator Kiln.MaterialAlphaTest(bool on) -> Kiln.MaterialAlphaTest
static Kiln.MaterialAlphaTest.implicit operator Kiln.MaterialAlphaTest(float cutoff) -> Kiln.MaterialAlphaTest
static Kiln.MaterialAlphaTest.operator !=(Kiln.MaterialAlphaTest left, Kiln.MaterialAlphaTest right) -> bool
static Kiln.MaterialAlphaTest.operator ==(Kiln.MaterialAlphaTest left, Kiln.MaterialAlphaTest right) -> bool
static Kiln.MaterialBlock.operator !=(Kiln.MaterialBlock? left, Kiln.MaterialBlock? right) -> bool
static Kiln.MaterialBlock.operator ==(Kiln.MaterialBlock? left, Kiln.MaterialBlock? right) -> bool
static Kiln.MaterialRef.implicit operator Kiln.MaterialRef(Kiln.BlockHandle<Kiln.MaterialBlock!>! handle) -> Kiln.MaterialRef
static Kiln.MaterialRef.implicit operator Kiln.MaterialRef(string! name) -> Kiln.MaterialRef
static Kiln.MaterialRef.operator !=(Kiln.MaterialRef left, Kiln.MaterialRef right) -> bool
static Kiln.MaterialRef.operator ==(Kiln.MaterialRef left, Kiln.MaterialRef right) -> bool
static Kiln.MaterialReflectance.implicit operator Kiln.MaterialReflectance(float value) -> Kiln.MaterialReflectance
static Kiln.MaterialReflectance.operator !=(Kiln.MaterialReflectance left, Kiln.MaterialReflectance right) -> bool
static Kiln.MaterialReflectance.operator ==(Kiln.MaterialReflectance left, Kiln.MaterialReflectance right) -> bool
static Kiln.MaterialTweakBlock.operator !=(Kiln.MaterialTweakBlock? left, Kiln.MaterialTweakBlock? right) -> bool
static Kiln.MaterialTweakBlock.operator ==(Kiln.MaterialTweakBlock? left, Kiln.MaterialTweakBlock? right) -> bool
static Kiln.MaterialUvScale.implicit operator Kiln.MaterialUvScale((float U, float V) scale) -> Kiln.MaterialUvScale
static Kiln.MaterialUvScale.implicit operator Kiln.MaterialUvScale(float value) -> Kiln.MaterialUvScale
static Kiln.MaterialUvScale.operator !=(Kiln.MaterialUvScale left, Kiln.MaterialUvScale right) -> bool
static Kiln.MaterialUvScale.operator ==(Kiln.MaterialUvScale left, Kiln.MaterialUvScale right) -> bool
static Kiln.MenuBlock.operator !=(Kiln.MenuBlock? left, Kiln.MenuBlock? right) -> bool
static Kiln.MenuBlock.operator ==(Kiln.MenuBlock? left, Kiln.MenuBlock? right) -> bool
static Kiln.NormalMap.implicit operator Kiln.NormalMap!(string! map) -> Kiln.NormalMap!
static Kiln.NormalMap.operator !=(Kiln.NormalMap? left, Kiln.NormalMap? right) -> bool
static Kiln.NormalMap.operator ==(Kiln.NormalMap? left, Kiln.NormalMap? right) -> bool
static Kiln.NpcBlock.operator !=(Kiln.NpcBlock? left, Kiln.NpcBlock? right) -> bool
static Kiln.NpcBlock.operator ==(Kiln.NpcBlock? left, Kiln.NpcBlock? right) -> bool
static Kiln.NpcBlocksApi.Action(string! name, System.Action<Kiln.NpcView!>! run) -> void
static Kiln.NpcBlocksApi.AttackPicker(string! name, System.Func<Kiln.NpcView!, string?>! pick) -> void
static Kiln.NpcBlocksApi.Brain(string! name, System.Func<Kiln.NpcBrain!>! make) -> void
static Kiln.NpcBlocksApi.Condition(string! name, System.Func<Kiln.NpcView!, bool>! check, double every = 1) -> void
static Kiln.NpcBlocksApi.Effect(Kiln.EffectRef! effect, Kiln.NpcEffectOn on = Kiln.NpcEffectOn.Target) -> Kiln.RuleAction!
static Kiln.NpcBlocksApi.Spawn(string! creature, Kiln.WorldPosition at, float yawDegrees = 0, Kiln.CreatureSpawnOptions? options = null) -> System.Threading.Tasks.Task<Kiln.EntityId>!
static Kiln.NpcBlocksApi.Target(string! name, System.Func<Kiln.NpcView!, Kiln.EntityId>! pick) -> void
static Kiln.NpcBlocksApi.extension(Kiln.Act!).Effect(Kiln.EffectRef! effect, Kiln.NpcEffectOn on = Kiln.NpcEffectOn.Target) -> Kiln.RuleAction!
static Kiln.NpcBlocksApi.extension(Kiln.Blocks!).Action(string! name, System.Action<Kiln.NpcView!>! run) -> void
static Kiln.NpcBlocksApi.extension(Kiln.Blocks!).AttackPicker(string! name, System.Func<Kiln.NpcView!, string?>! pick) -> void
static Kiln.NpcBlocksApi.extension(Kiln.Blocks!).Brain(string! name, System.Func<Kiln.NpcBrain!>! make) -> void
static Kiln.NpcBlocksApi.extension(Kiln.Blocks!).Condition(string! name, System.Func<Kiln.NpcView!, bool>! check, double every = 1) -> void
static Kiln.NpcBlocksApi.extension(Kiln.Blocks!).Spawn(string! creature, Kiln.WorldPosition at, float yawDegrees = 0, Kiln.CreatureSpawnOptions? options = null) -> System.Threading.Tasks.Task<Kiln.EntityId>!
static Kiln.NpcBlocksApi.extension(Kiln.Blocks!).Target(string! name, System.Func<Kiln.NpcView!, Kiln.EntityId>! pick) -> void
static Kiln.NpcPlace.operator !=(Kiln.NpcPlace? left, Kiln.NpcPlace? right) -> bool
static Kiln.NpcPlace.operator ==(Kiln.NpcPlace? left, Kiln.NpcPlace? right) -> bool
static Kiln.ObjectiveBlock.operator !=(Kiln.ObjectiveBlock? left, Kiln.ObjectiveBlock? right) -> bool
static Kiln.ObjectiveBlock.operator ==(Kiln.ObjectiveBlock? left, Kiln.ObjectiveBlock? right) -> bool
static Kiln.OnHitBlock.operator !=(Kiln.OnHitBlock? left, Kiln.OnHitBlock? right) -> bool
static Kiln.OnHitBlock.operator ==(Kiln.OnHitBlock? left, Kiln.OnHitBlock? right) -> bool
static Kiln.OptionBlock.operator !=(Kiln.OptionBlock? left, Kiln.OptionBlock? right) -> bool
static Kiln.OptionBlock.operator ==(Kiln.OptionBlock? left, Kiln.OptionBlock? right) -> bool
static Kiln.PartRef<T>.implicit operator Kiln.PartRef<T!>!(Kiln.BlockHandle<T!>! handle) -> Kiln.PartRef<T!>!
static Kiln.PartRef<T>.implicit operator Kiln.PartRef<T!>!(T! block) -> Kiln.PartRef<T!>!
static Kiln.PartRef<T>.implicit operator Kiln.PartRef<T!>!(string! name) -> Kiln.PartRef<T!>!
static Kiln.ParticleBlock.operator !=(Kiln.ParticleBlock? left, Kiln.ParticleBlock? right) -> bool
static Kiln.ParticleBlock.operator ==(Kiln.ParticleBlock? left, Kiln.ParticleBlock? right) -> bool
static Kiln.ParticleShader.implicit operator Kiln.ParticleShader!(string! file) -> Kiln.ParticleShader!
static Kiln.ParticleShader.operator !=(Kiln.ParticleShader? left, Kiln.ParticleShader? right) -> bool
static Kiln.ParticleShader.operator ==(Kiln.ParticleShader? left, Kiln.ParticleShader? right) -> bool
static Kiln.PerkBlock.operator !=(Kiln.PerkBlock? left, Kiln.PerkBlock? right) -> bool
static Kiln.PerkBlock.operator ==(Kiln.PerkBlock? left, Kiln.PerkBlock? right) -> bool
static Kiln.PerkRef.implicit operator Kiln.PerkRef(Kiln.BlockHandle<Kiln.PerkBlock!>! handle) -> Kiln.PerkRef
static Kiln.PerkRef.implicit operator Kiln.PerkRef(string? value) -> Kiln.PerkRef
static Kiln.PerkRef.operator !=(Kiln.PerkRef left, Kiln.PerkRef right) -> bool
static Kiln.PerkRef.operator ==(Kiln.PerkRef left, Kiln.PerkRef right) -> bool
static Kiln.PlaceBlock.operator !=(Kiln.PlaceBlock? left, Kiln.PlaceBlock? right) -> bool
static Kiln.PlaceBlock.operator ==(Kiln.PlaceBlock? left, Kiln.PlaceBlock? right) -> bool
static Kiln.PlacedDelivery.operator !=(Kiln.PlacedDelivery? left, Kiln.PlacedDelivery? right) -> bool
static Kiln.PlacedDelivery.operator ==(Kiln.PlacedDelivery? left, Kiln.PlacedDelivery? right) -> bool
static Kiln.PlacementBlock.operator !=(Kiln.PlacementBlock? left, Kiln.PlacementBlock? right) -> bool
static Kiln.PlacementBlock.operator ==(Kiln.PlacementBlock? left, Kiln.PlacementBlock? right) -> bool
static Kiln.PlayerStateRef.implicit operator Kiln.PlayerStateRef(Kiln.PlayerStateId state) -> Kiln.PlayerStateRef
static Kiln.PlayerStateRef.implicit operator Kiln.PlayerStateRef(string! name) -> Kiln.PlayerStateRef
static Kiln.PlayerStateRef.operator !=(Kiln.PlayerStateRef left, Kiln.PlayerStateRef right) -> bool
static Kiln.PlayerStateRef.operator ==(Kiln.PlayerStateRef left, Kiln.PlayerStateRef right) -> bool
static Kiln.Price.Of(Kiln.ItemRef item, int count = 1) -> Kiln.Price!
static Kiln.Price.operator !=(Kiln.Price? left, Kiln.Price? right) -> bool
static Kiln.Price.operator ==(Kiln.Price? left, Kiln.Price? right) -> bool
static Kiln.ProcessingBlock.operator !=(Kiln.ProcessingBlock? left, Kiln.ProcessingBlock? right) -> bool
static Kiln.ProcessingBlock.operator ==(Kiln.ProcessingBlock? left, Kiln.ProcessingBlock? right) -> bool
static Kiln.ProjectileBlock.operator !=(Kiln.ProjectileBlock? left, Kiln.ProjectileBlock? right) -> bool
static Kiln.ProjectileBlock.operator ==(Kiln.ProjectileBlock? left, Kiln.ProjectileBlock? right) -> bool
static Kiln.ProjectileLook.operator !=(Kiln.ProjectileLook? left, Kiln.ProjectileLook? right) -> bool
static Kiln.ProjectileLook.operator ==(Kiln.ProjectileLook? left, Kiln.ProjectileLook? right) -> bool
static Kiln.PropBlock.operator !=(Kiln.PropBlock? left, Kiln.PropBlock? right) -> bool
static Kiln.PropBlock.operator ==(Kiln.PropBlock? left, Kiln.PropBlock? right) -> bool
static Kiln.PropRef.implicit operator Kiln.PropRef(Kiln.BlockHandle! handle) -> Kiln.PropRef
static Kiln.PropRef.implicit operator Kiln.PropRef(string! value) -> Kiln.PropRef
static Kiln.PropRef.operator !=(Kiln.PropRef left, Kiln.PropRef right) -> bool
static Kiln.PropRef.operator ==(Kiln.PropRef left, Kiln.PropRef right) -> bool
static Kiln.QuestBlock.operator !=(Kiln.QuestBlock? left, Kiln.QuestBlock? right) -> bool
static Kiln.QuestBlock.operator ==(Kiln.QuestBlock? left, Kiln.QuestBlock? right) -> bool
static Kiln.ReachGoal.operator !=(Kiln.ReachGoal? left, Kiln.ReachGoal? right) -> bool
static Kiln.ReachGoal.operator ==(Kiln.ReachGoal? left, Kiln.ReachGoal? right) -> bool
static Kiln.RecipeBlock.operator !=(Kiln.RecipeBlock? left, Kiln.RecipeBlock? right) -> bool
static Kiln.RecipeBlock.operator ==(Kiln.RecipeBlock? left, Kiln.RecipeBlock? right) -> bool
static Kiln.Req.All(params Kiln.ConditionBlock![]! all) -> Kiln.ConditionBlock!
static Kiln.Req.Any(params Kiln.ConditionBlock![]! any) -> Kiln.ConditionBlock!
static Kiln.Req.Item(Kiln.ItemRef item, int count = 1) -> Kiln.ConditionBlock!
static Kiln.Req.Knowledge(string! name) -> Kiln.ConditionBlock!
static Kiln.Req.Level(int level) -> Kiln.ConditionBlock!
static Kiln.Req.Not(Kiln.ConditionBlock! not) -> Kiln.ConditionBlock!
static Kiln.Req.Predicate(string! name) -> Kiln.ConditionBlock!
static Kiln.Req.Quest(string! quest, string! state = "done") -> Kiln.ConditionBlock!
static Kiln.Req.Step(string! questDotStep, string! state = "done") -> Kiln.ConditionBlock!
static Kiln.RequiresBlock.operator !=(Kiln.RequiresBlock? left, Kiln.RequiresBlock? right) -> bool
static Kiln.RequiresBlock.operator ==(Kiln.RequiresBlock? left, Kiln.RequiresBlock? right) -> bool
static Kiln.Restore.Health(int n) -> Kiln.RestoreBlock!
static Kiln.Restore.Mana(int n) -> Kiln.RestoreBlock!
static Kiln.Restore.Stamina(int n) -> Kiln.RestoreBlock!
static Kiln.RestoreBlock.operator !=(Kiln.RestoreBlock? left, Kiln.RestoreBlock? right) -> bool
static Kiln.RestoreBlock.operator +(Kiln.RestoreBlock! a, Kiln.RestoreBlock! b) -> Kiln.RestoreBlock!
static Kiln.RestoreBlock.operator ==(Kiln.RestoreBlock? left, Kiln.RestoreBlock? right) -> bool
static Kiln.RetargetBlock.operator !=(Kiln.RetargetBlock? left, Kiln.RetargetBlock? right) -> bool
static Kiln.RetargetBlock.operator ==(Kiln.RetargetBlock? left, Kiln.RetargetBlock? right) -> bool
static Kiln.RetargetPose.operator !=(Kiln.RetargetPose? left, Kiln.RetargetPose? right) -> bool
static Kiln.RetargetPose.operator ==(Kiln.RetargetPose? left, Kiln.RetargetPose? right) -> bool
static Kiln.RewardBlock.operator !=(Kiln.RewardBlock? left, Kiln.RewardBlock? right) -> bool
static Kiln.RewardBlock.operator ==(Kiln.RewardBlock? left, Kiln.RewardBlock? right) -> bool
static Kiln.RoamBlock.operator !=(Kiln.RoamBlock? left, Kiln.RoamBlock? right) -> bool
static Kiln.RoamBlock.operator ==(Kiln.RoamBlock? left, Kiln.RoamBlock? right) -> bool
static Kiln.RosterBlock.operator !=(Kiln.RosterBlock? left, Kiln.RosterBlock? right) -> bool
static Kiln.RosterBlock.operator ==(Kiln.RosterBlock? left, Kiln.RosterBlock? right) -> bool
static Kiln.RuleBlock.operator !=(Kiln.RuleBlock? left, Kiln.RuleBlock? right) -> bool
static Kiln.RuleBlock.operator ==(Kiln.RuleBlock? left, Kiln.RuleBlock? right) -> bool
static Kiln.RunningBlock.operator !=(Kiln.RunningBlock? left, Kiln.RunningBlock? right) -> bool
static Kiln.RunningBlock.operator ==(Kiln.RunningBlock? left, Kiln.RunningBlock? right) -> bool
static Kiln.ScreenEffectBlock.operator !=(Kiln.ScreenEffectBlock? left, Kiln.ScreenEffectBlock? right) -> bool
static Kiln.ScreenEffectBlock.operator ==(Kiln.ScreenEffectBlock? left, Kiln.ScreenEffectBlock? right) -> bool
static Kiln.ScreenRef.implicit operator Kiln.ScreenRef!(Kiln.BlockHandle<Kiln.ScreenEffectBlock!>! handle) -> Kiln.ScreenRef!
static Kiln.ScreenRef.implicit operator Kiln.ScreenRef!(Kiln.ScreenEffectBlock! block) -> Kiln.ScreenRef!
static Kiln.ScreenRef.implicit operator Kiln.ScreenRef!(string! name) -> Kiln.ScreenRef!
static Kiln.SeatBlock.operator !=(Kiln.SeatBlock? left, Kiln.SeatBlock? right) -> bool
static Kiln.SeatBlock.operator ==(Kiln.SeatBlock? left, Kiln.SeatBlock? right) -> bool
static Kiln.SelfBlock.operator !=(Kiln.SelfBlock? left, Kiln.SelfBlock? right) -> bool
static Kiln.SelfBlock.operator ==(Kiln.SelfBlock? left, Kiln.SelfBlock? right) -> bool
static Kiln.SeparatorRow.operator !=(Kiln.SeparatorRow? left, Kiln.SeparatorRow? right) -> bool
static Kiln.SeparatorRow.operator ==(Kiln.SeparatorRow? left, Kiln.SeparatorRow? right) -> bool
static Kiln.Shape.Cone(float degrees) -> Kiln.Shape!
static Kiln.Shape.operator !=(Kiln.Shape? left, Kiln.Shape? right) -> bool
static Kiln.Shape.operator ==(Kiln.Shape? left, Kiln.Shape? right) -> bool
static Kiln.SliderRow.operator !=(Kiln.SliderRow? left, Kiln.SliderRow? right) -> bool
static Kiln.SliderRow.operator ==(Kiln.SliderRow? left, Kiln.SliderRow? right) -> bool
static Kiln.SoundBlock.operator !=(Kiln.SoundBlock? left, Kiln.SoundBlock? right) -> bool
static Kiln.SoundBlock.operator ==(Kiln.SoundBlock? left, Kiln.SoundBlock? right) -> bool
static Kiln.SoundRef.implicit operator Kiln.SoundRef(Kiln.BlockHandle<Kiln.SoundBlock!>! sound) -> Kiln.SoundRef
static Kiln.SoundRef.implicit operator Kiln.SoundRef(System.Guid guid) -> Kiln.SoundRef
static Kiln.SoundRef.implicit operator Kiln.SoundRef(string! value) -> Kiln.SoundRef
static Kiln.SoundRef.operator !=(Kiln.SoundRef left, Kiln.SoundRef right) -> bool
static Kiln.SoundRef.operator ==(Kiln.SoundRef left, Kiln.SoundRef right) -> bool
static Kiln.SpawnBlock.operator !=(Kiln.SpawnBlock? left, Kiln.SpawnBlock? right) -> bool
static Kiln.SpawnBlock.operator ==(Kiln.SpawnBlock? left, Kiln.SpawnBlock? right) -> bool
static Kiln.SpawnShape.Box(System.Numerics.Vector3 size) -> Kiln.SpawnShape!
static Kiln.SpawnShape.Box(float x, float y, float z) -> Kiln.SpawnShape!
static Kiln.SpawnShape.Disc(float radius, float? inner = null) -> Kiln.SpawnShape!
static Kiln.SpawnShape.Hemisphere(float radius, float? inner = null) -> Kiln.SpawnShape!
static Kiln.SpawnShape.Line(float length) -> Kiln.SpawnShape!
static Kiln.SpawnShape.Ring(float radius) -> Kiln.SpawnShape!
static Kiln.SpawnShape.Shell(float radius) -> Kiln.SpawnShape!
static Kiln.SpawnShape.Sphere(float radius, float? inner = null) -> Kiln.SpawnShape!
static Kiln.SpawnShape.operator !=(Kiln.SpawnShape? left, Kiln.SpawnShape? right) -> bool
static Kiln.SpawnShape.operator ==(Kiln.SpawnShape? left, Kiln.SpawnShape? right) -> bool
static Kiln.SpellBlock.operator !=(Kiln.SpellBlock? left, Kiln.SpellBlock? right) -> bool
static Kiln.SpellBlock.operator ==(Kiln.SpellBlock? left, Kiln.SpellBlock? right) -> bool
static Kiln.Sphere.Of(double radius) -> Kiln.ColliderBlock!
static Kiln.SpotBlock.operator !=(Kiln.SpotBlock? left, Kiln.SpotBlock? right) -> bool
static Kiln.SpotBlock.operator ==(Kiln.SpotBlock? left, Kiln.SpotBlock? right) -> bool
static Kiln.Stat.operator !=(Kiln.Stat? left, Kiln.Stat? right) -> bool
static Kiln.Stat.operator ==(Kiln.Stat? left, Kiln.Stat? right) -> bool
static Kiln.StationBlock.operator !=(Kiln.StationBlock? left, Kiln.StationBlock? right) -> bool
static Kiln.StationBlock.operator ==(Kiln.StationBlock? left, Kiln.StationBlock? right) -> bool
static Kiln.StationKind.operator !=(Kiln.StationKind? left, Kiln.StationKind? right) -> bool
static Kiln.StationKind.operator ==(Kiln.StationKind? left, Kiln.StationKind? right) -> bool
static Kiln.StationRef.implicit operator Kiln.StationRef(Kiln.BlockHandle<Kiln.StationBlock!>! handle) -> Kiln.StationRef
static Kiln.StationRef.implicit operator Kiln.StationRef(string! value) -> Kiln.StationRef
static Kiln.StationRef.operator !=(Kiln.StationRef left, Kiln.StationRef right) -> bool
static Kiln.StationRef.operator ==(Kiln.StationRef left, Kiln.StationRef right) -> bool
static Kiln.StationStatus.operator !=(Kiln.StationStatus? left, Kiln.StationStatus? right) -> bool
static Kiln.StationStatus.operator ==(Kiln.StationStatus? left, Kiln.StationStatus? right) -> bool
static Kiln.Stations.Start(Kiln.EntityId station, uint recipe) -> bool
static Kiln.Stations.Status(Kiln.EntityId station) -> Kiln.StationStatus?
static Kiln.StatusApply.implicit operator Kiln.StatusApply!(Kiln.BlockHandle<Kiln.StatusBlock!>! status) -> Kiln.StatusApply!
static Kiln.StatusApply.implicit operator Kiln.StatusApply!(Kiln.StatusBlock! status) -> Kiln.StatusApply!
static Kiln.StatusApply.implicit operator Kiln.StatusApply!(Kiln.StatusRef! status) -> Kiln.StatusApply!
static Kiln.StatusApply.implicit operator Kiln.StatusApply!(string! status) -> Kiln.StatusApply!
static Kiln.StatusApply.operator !=(Kiln.StatusApply? left, Kiln.StatusApply? right) -> bool
static Kiln.StatusApply.operator ==(Kiln.StatusApply? left, Kiln.StatusApply? right) -> bool
static Kiln.StatusBlock.operator !=(Kiln.StatusBlock? left, Kiln.StatusBlock? right) -> bool
static Kiln.StatusBlock.operator ==(Kiln.StatusBlock? left, Kiln.StatusBlock? right) -> bool
static Kiln.StatusLook.operator !=(Kiln.StatusLook? left, Kiln.StatusLook? right) -> bool
static Kiln.StatusLook.operator ==(Kiln.StatusLook? left, Kiln.StatusLook? right) -> bool
static Kiln.StatusRef.implicit operator Kiln.StatusRef!(Kiln.BlockHandle<Kiln.StatusBlock!>! handle) -> Kiln.StatusRef!
static Kiln.StatusRef.implicit operator Kiln.StatusRef!(Kiln.StatusBlock! block) -> Kiln.StatusRef!
static Kiln.StatusRef.implicit operator Kiln.StatusRef!(string! name) -> Kiln.StatusRef!
static Kiln.StepBlock.operator !=(Kiln.StepBlock? left, Kiln.StepBlock? right) -> bool
static Kiln.StepBlock.operator ==(Kiln.StepBlock? left, Kiln.StepBlock? right) -> bool
static Kiln.StepSpawnBlock.operator !=(Kiln.StepSpawnBlock? left, Kiln.StepSpawnBlock? right) -> bool
static Kiln.StepSpawnBlock.operator ==(Kiln.StepSpawnBlock? left, Kiln.StepSpawnBlock? right) -> bool
static Kiln.StrengthBlock.operator !=(Kiln.StrengthBlock? left, Kiln.StrengthBlock? right) -> bool
static Kiln.StrengthBlock.operator ==(Kiln.StrengthBlock? left, Kiln.StrengthBlock? right) -> bool
static Kiln.SummonBlock.operator !=(Kiln.SummonBlock? left, Kiln.SummonBlock? right) -> bool
static Kiln.SummonBlock.operator ==(Kiln.SummonBlock? left, Kiln.SummonBlock? right) -> bool
static Kiln.SurfaceBlock.operator !=(Kiln.SurfaceBlock? left, Kiln.SurfaceBlock? right) -> bool
static Kiln.SurfaceBlock.operator ==(Kiln.SurfaceBlock? left, Kiln.SurfaceBlock? right) -> bool
static Kiln.SurfaceDisplacement.operator !=(Kiln.SurfaceDisplacement? left, Kiln.SurfaceDisplacement? right) -> bool
static Kiln.SurfaceDisplacement.operator ==(Kiln.SurfaceDisplacement? left, Kiln.SurfaceDisplacement? right) -> bool
static Kiln.SurfaceEmissive.implicit operator Kiln.SurfaceEmissive!(string! mapOrColour) -> Kiln.SurfaceEmissive!
static Kiln.SurfaceEmissive.operator !=(Kiln.SurfaceEmissive? left, Kiln.SurfaceEmissive? right) -> bool
static Kiln.SurfaceEmissive.operator ==(Kiln.SurfaceEmissive? left, Kiln.SurfaceEmissive? right) -> bool
static Kiln.SurfaceLayer.Of(string! gameMaterial, Kiln.SurfacePart? layer = null) -> Kiln.SurfaceLayer!
static Kiln.SurfaceLayer.implicit operator Kiln.SurfaceLayer!(Kiln.SurfacePart part) -> Kiln.SurfaceLayer!
static Kiln.SurfaceLayer.operator !=(Kiln.SurfaceLayer? left, Kiln.SurfaceLayer? right) -> bool
static Kiln.SurfaceLayer.operator ==(Kiln.SurfaceLayer? left, Kiln.SurfaceLayer? right) -> bool
static Kiln.SurfaceValue.implicit operator Kiln.SurfaceValue(float value) -> Kiln.SurfaceValue
static Kiln.SurfaceValue.implicit operator Kiln.SurfaceValue(string! png) -> Kiln.SurfaceValue
static Kiln.SurfaceValue.operator !=(Kiln.SurfaceValue left, Kiln.SurfaceValue right) -> bool
static Kiln.SurfaceValue.operator ==(Kiln.SurfaceValue left, Kiln.SurfaceValue right) -> bool
static Kiln.TalentBlock.operator !=(Kiln.TalentBlock? left, Kiln.TalentBlock? right) -> bool
static Kiln.TalentBlock.operator ==(Kiln.TalentBlock? left, Kiln.TalentBlock? right) -> bool
static Kiln.TalentPointsBlock.operator !=(Kiln.TalentPointsBlock? left, Kiln.TalentPointsBlock? right) -> bool
static Kiln.TalentPointsBlock.operator ==(Kiln.TalentPointsBlock? left, Kiln.TalentPointsBlock? right) -> bool
static Kiln.TalentTreeBlock.operator !=(Kiln.TalentTreeBlock? left, Kiln.TalentTreeBlock? right) -> bool
static Kiln.TalentTreeBlock.operator ==(Kiln.TalentTreeBlock? left, Kiln.TalentTreeBlock? right) -> bool
static Kiln.TalkGoal.operator !=(Kiln.TalkGoal? left, Kiln.TalkGoal? right) -> bool
static Kiln.TalkGoal.operator ==(Kiln.TalkGoal? left, Kiln.TalkGoal? right) -> bool
static Kiln.TemplateRef.implicit operator Kiln.TemplateRef(System.Guid guid) -> Kiln.TemplateRef
static Kiln.TemplateRef.implicit operator Kiln.TemplateRef(string! value) -> Kiln.TemplateRef
static Kiln.TemplateRef.operator !=(Kiln.TemplateRef left, Kiln.TemplateRef right) -> bool
static Kiln.TemplateRef.operator ==(Kiln.TemplateRef left, Kiln.TemplateRef right) -> bool
static Kiln.TerrainMaterialBlock.operator !=(Kiln.TerrainMaterialBlock? left, Kiln.TerrainMaterialBlock? right) -> bool
static Kiln.TerrainMaterialBlock.operator ==(Kiln.TerrainMaterialBlock? left, Kiln.TerrainMaterialBlock? right) -> bool
static Kiln.TextRow.operator !=(Kiln.TextRow? left, Kiln.TextRow? right) -> bool
static Kiln.TextRow.operator ==(Kiln.TextRow? left, Kiln.TextRow? right) -> bool
static Kiln.ToggleBlock.operator !=(Kiln.ToggleBlock? left, Kiln.ToggleBlock? right) -> bool
static Kiln.ToggleBlock.operator ==(Kiln.ToggleBlock? left, Kiln.ToggleBlock? right) -> bool
static Kiln.ToggleRow.operator !=(Kiln.ToggleRow? left, Kiln.ToggleRow? right) -> bool
static Kiln.ToggleRow.operator ==(Kiln.ToggleRow? left, Kiln.ToggleRow? right) -> bool
static Kiln.ToolBlock.operator !=(Kiln.ToolBlock? left, Kiln.ToolBlock? right) -> bool
static Kiln.ToolBlock.operator ==(Kiln.ToolBlock? left, Kiln.ToolBlock? right) -> bool
static Kiln.ToolClass.operator !=(Kiln.ToolClass? left, Kiln.ToolClass? right) -> bool
static Kiln.ToolClass.operator ==(Kiln.ToolClass? left, Kiln.ToolClass? right) -> bool
static Kiln.TriggerBlock.operator !=(Kiln.TriggerBlock? left, Kiln.TriggerBlock? right) -> bool
static Kiln.TriggerBlock.operator ==(Kiln.TriggerBlock? left, Kiln.TriggerBlock? right) -> bool
static Kiln.UiAction.operator !=(Kiln.UiAction? left, Kiln.UiAction? right) -> bool
static Kiln.UiAction.operator ==(Kiln.UiAction? left, Kiln.UiAction? right) -> bool
static Kiln.UiMenu.operator !=(Kiln.UiMenu? left, Kiln.UiMenu? right) -> bool
static Kiln.UiMenu.operator ==(Kiln.UiMenu? left, Kiln.UiMenu? right) -> bool
static Kiln.UiRow.operator !=(Kiln.UiRow? left, Kiln.UiRow? right) -> bool
static Kiln.UiRow.operator ==(Kiln.UiRow? left, Kiln.UiRow? right) -> bool
static Kiln.UiSet.operator !=(Kiln.UiSet? left, Kiln.UiSet? right) -> bool
static Kiln.UiSet.operator ==(Kiln.UiSet? left, Kiln.UiSet? right) -> bool
static Kiln.ValueRow.operator !=(Kiln.ValueRow? left, Kiln.ValueRow? right) -> bool
static Kiln.ValueRow.operator ==(Kiln.ValueRow? left, Kiln.ValueRow? right) -> bool
static Kiln.VendorBlock.operator !=(Kiln.VendorBlock? left, Kiln.VendorBlock? right) -> bool
static Kiln.VendorBlock.operator ==(Kiln.VendorBlock? left, Kiln.VendorBlock? right) -> bool
static Kiln.VfxBlock.operator !=(Kiln.VfxBlock? left, Kiln.VfxBlock? right) -> bool
static Kiln.VfxBlock.operator ==(Kiln.VfxBlock? left, Kiln.VfxBlock? right) -> bool
static Kiln.VfxBlockHandle.implicit operator Kiln.VfxId(Kiln.VfxBlockHandle! handle) -> Kiln.VfxId
static Kiln.VfxParameterBlock.Defaults() -> uint[]!
static Kiln.VfxParameterBlock.Of(System.Collections.Generic.IReadOnlyDictionary<string!, Kiln.VfxValue>! values, System.Func<string!, string!, System.Exception!>! error) -> uint[]!
static Kiln.VfxRange.implicit operator Kiln.VfxRange((float Min, float Max) range) -> Kiln.VfxRange
static Kiln.VfxRange.implicit operator Kiln.VfxRange(float value) -> Kiln.VfxRange
static Kiln.VfxRange.operator !=(Kiln.VfxRange left, Kiln.VfxRange right) -> bool
static Kiln.VfxRange.operator ==(Kiln.VfxRange left, Kiln.VfxRange right) -> bool
static Kiln.VfxRef.Game(string! name) -> Kiln.VfxRef!
static Kiln.VfxRef.implicit operator Kiln.VfxRef!(Kiln.BlockHandle! handle) -> Kiln.VfxRef!
static Kiln.VfxRef.implicit operator Kiln.VfxRef!(string! name) -> Kiln.VfxRef!
static Kiln.VfxRef.operator !=(Kiln.VfxRef? left, Kiln.VfxRef? right) -> bool
static Kiln.VfxRef.operator ==(Kiln.VfxRef? left, Kiln.VfxRef? right) -> bool
static Kiln.VfxTexture.implicit operator Kiln.VfxTexture!(string! file) -> Kiln.VfxTexture!
static Kiln.VfxTexture.operator !=(Kiln.VfxTexture? left, Kiln.VfxTexture? right) -> bool
static Kiln.VfxTexture.operator ==(Kiln.VfxTexture? left, Kiln.VfxTexture? right) -> bool
static Kiln.VfxValue.Int(int value) -> Kiln.VfxValue
static Kiln.VfxValue.implicit operator Kiln.VfxValue(Kiln.Color value) -> Kiln.VfxValue
static Kiln.VfxValue.implicit operator Kiln.VfxValue(System.Numerics.Vector3 value) -> Kiln.VfxValue
static Kiln.VfxValue.implicit operator Kiln.VfxValue(float value) -> Kiln.VfxValue
static Kiln.VfxValue.implicit operator Kiln.VfxValue(string! colour) -> Kiln.VfxValue
static Kiln.VfxValue.operator !=(Kiln.VfxValue left, Kiln.VfxValue right) -> bool
static Kiln.VfxValue.operator ==(Kiln.VfxValue left, Kiln.VfxValue right) -> bool
static Kiln.VisualBlock.operator !=(Kiln.VisualBlock? left, Kiln.VisualBlock? right) -> bool
static Kiln.VisualBlock.operator ==(Kiln.VisualBlock? left, Kiln.VisualBlock? right) -> bool
static Kiln.WandAttack.operator !=(Kiln.WandAttack? left, Kiln.WandAttack? right) -> bool
static Kiln.WandAttack.operator ==(Kiln.WandAttack? left, Kiln.WandAttack? right) -> bool
static Kiln.WandBlock.operator !=(Kiln.WandBlock? left, Kiln.WandBlock? right) -> bool
static Kiln.WandBlock.operator ==(Kiln.WandBlock? left, Kiln.WandBlock? right) -> bool
static Kiln.WandMoves.operator !=(Kiln.WandMoves? left, Kiln.WandMoves? right) -> bool
static Kiln.WandMoves.operator ==(Kiln.WandMoves? left, Kiln.WandMoves? right) -> bool
static Kiln.WeaponBlock.operator !=(Kiln.WeaponBlock? left, Kiln.WeaponBlock? right) -> bool
static Kiln.WeaponBlock.operator ==(Kiln.WeaponBlock? left, Kiln.WeaponBlock? right) -> bool
static Kiln.WeaponClass.operator !=(Kiln.WeaponClass? left, Kiln.WeaponClass? right) -> bool
static Kiln.WeaponClass.operator ==(Kiln.WeaponClass? left, Kiln.WeaponClass? right) -> bool
static Kiln.WeaponStats.operator !=(Kiln.WeaponStats? left, Kiln.WeaponStats? right) -> bool
static Kiln.WeaponStats.operator ==(Kiln.WeaponStats? left, Kiln.WeaponStats? right) -> bool
static Kiln.WindowBlock.operator !=(Kiln.WindowBlock? left, Kiln.WindowBlock? right) -> bool
static Kiln.WindowBlock.operator ==(Kiln.WindowBlock? left, Kiln.WindowBlock? right) -> bool
static Kiln.WindowRef.implicit operator Kiln.WindowRef(Kiln.BlockHandle<Kiln.WindowBlock!>! handle) -> Kiln.WindowRef
static Kiln.WindowRef.implicit operator Kiln.WindowRef(string! value) -> Kiln.WindowRef
static Kiln.WindowRef.operator !=(Kiln.WindowRef left, Kiln.WindowRef right) -> bool
static Kiln.WindowRef.operator ==(Kiln.WindowRef left, Kiln.WindowRef right) -> bool
static Kiln.WorldCraftingProp.operator !=(Kiln.WorldCraftingProp? left, Kiln.WorldCraftingProp? right) -> bool
static Kiln.WorldCraftingProp.operator ==(Kiln.WorldCraftingProp? left, Kiln.WorldCraftingProp? right) -> bool
static Kiln.WorldMaterial.operator !=(Kiln.WorldMaterial? left, Kiln.WorldMaterial? right) -> bool
static Kiln.WorldMaterial.operator ==(Kiln.WorldMaterial? left, Kiln.WorldMaterial? right) -> bool
static Kiln.WorldTables.Available.get -> bool
static Kiln.WorldTables.CellIdOf(System.Guid material) -> int
static Kiln.WorldTables.CraftingPropIndex(System.Guid craftingProp) -> int
static Kiln.WorldTables.CraftingProps.get -> System.Collections.Generic.IReadOnlyList<Kiln.WorldCraftingProp!>!
static Kiln.WorldTables.Forget(System.Guid material) -> bool
static Kiln.WorldTables.GameMaterialId(string! material) -> int
static Kiln.WorldTables.Hash.get -> string!
static Kiln.WorldTables.Materials.get -> System.Collections.Generic.IReadOnlyList<Kiln.WorldMaterial!>!
static Kiln.WorldTables.State.get -> string!
static Kiln.WorldTables.StatusJson() -> string!
static Kiln.WorldTables.Tweaks.get -> System.Collections.Generic.IReadOnlyList<(int CellId, string! Mod, string! Block)>!
static Kiln.WornLook.operator !=(Kiln.WornLook? left, Kiln.WornLook? right) -> bool
static Kiln.WornLook.operator ==(Kiln.WornLook? left, Kiln.WornLook? right) -> bool
static Kiln.ZoneBlock.operator !=(Kiln.ZoneBlock? left, Kiln.ZoneBlock? right) -> bool
static Kiln.ZoneBlock.operator ==(Kiln.ZoneBlock? left, Kiln.ZoneBlock? right) -> bool
static readonly Kiln.AIs.Heavy -> Kiln.AIBlock!
static readonly Kiln.AIs.Scavenger -> Kiln.AIBlock!
static readonly Kiln.AIs.Still -> Kiln.AIBlock!
static readonly Kiln.AIs.Vukah -> Kiln.AIBlock!
static readonly Kiln.Animations.Fisher -> Kiln.AnimationBlock!
static readonly Kiln.Animations.Scavenger -> Kiln.AnimationBlock!
static readonly Kiln.Animations.Villager -> Kiln.AnimationBlock!
static readonly Kiln.Animations.Vukah -> Kiln.AnimationBlock!
static readonly Kiln.ArmorSet.Mage -> Kiln.ArmorSet!
static readonly Kiln.ArmorSet.Ranger -> Kiln.ArmorSet!
static readonly Kiln.ArmorSet.Warrior -> Kiln.ArmorSet!
static readonly Kiln.ArmorSlot.Arms -> Kiln.ArmorSlot!
static readonly Kiln.ArmorSlot.Chest -> Kiln.ArmorSlot!
static readonly Kiln.ArmorSlot.Feet -> Kiln.ArmorSlot!
static readonly Kiln.ArmorSlot.Head -> Kiln.ArmorSlot!
static readonly Kiln.ArmorSlot.Legs -> Kiln.ArmorSlot!
static readonly Kiln.ArmorSlot.Ring -> Kiln.ArmorSlot!
static readonly Kiln.Behaviours.None -> Kiln.BehaviourBlock!
static readonly Kiln.Behaviours.ScavengerMelee -> Kiln.BehaviourBlock!
static readonly Kiln.Behaviours.VukahMelee -> Kiln.BehaviourBlock!
static readonly Kiln.Bodies.Fisher -> Kiln.BodyBlock!
static readonly Kiln.Bodies.Scavenger -> Kiln.BodyBlock!
static readonly Kiln.Bodies.Villager -> Kiln.BodyBlock!
static readonly Kiln.Bodies.Vukah -> Kiln.BodyBlock!
static readonly Kiln.CastAnimation.FastBolt -> Kiln.CastAnimation!
static readonly Kiln.CastAnimation.Lob -> Kiln.CastAnimation!
static readonly Kiln.EquipBonus.CritChance -> Kiln.EquipBonus!
static readonly Kiln.EquipBonus.CritDamage -> Kiln.EquipBonus!
static readonly Kiln.EquipBonus.FrostResist -> Kiln.EquipBonus!
static readonly Kiln.EquipBonus.Health -> Kiln.EquipBonus!
static readonly Kiln.EquipBonus.HealthRegen -> Kiln.EquipBonus!
static readonly Kiln.EquipBonus.MagicDamage -> Kiln.EquipBonus!
static readonly Kiln.EquipBonus.Mana -> Kiln.EquipBonus!
static readonly Kiln.EquipBonus.ManaRegen -> Kiln.EquipBonus!
static readonly Kiln.EquipBonus.MeleeDamage -> Kiln.EquipBonus!
static readonly Kiln.EquipBonus.RangedDamage -> Kiln.EquipBonus!
static readonly Kiln.EquipBonus.SprintSpeed -> Kiln.EquipBonus!
static readonly Kiln.EquipBonus.Stamina -> Kiln.EquipBonus!
static readonly Kiln.EquipBonus.StaminaRegen -> Kiln.EquipBonus!
static readonly Kiln.Harvest.Ground -> Kiln.ToolClass!
static readonly Kiln.Harvest.Stone -> Kiln.ToolClass!
static readonly Kiln.Harvest.Wood -> Kiln.ToolClass!
static readonly Kiln.InteractPlay.Chest -> Kiln.InteractPlay!
static readonly Kiln.InteractPlay.Drink -> Kiln.InteractPlay!
static readonly Kiln.InteractPlay.Inventory -> Kiln.InteractPlay!
static readonly Kiln.InteractPlay.Read -> Kiln.InteractPlay!
static readonly Kiln.InteractPlay.Sit -> Kiln.InteractPlay!
static readonly Kiln.InteractPlay.Sleep -> Kiln.InteractPlay!
static readonly Kiln.InteractPlay.Talk -> Kiln.InteractPlay!
static readonly Kiln.InteractPlay.Toggle -> Kiln.InteractPlay!
static readonly Kiln.InteractVerb.Activate -> Kiln.InteractVerb!
static readonly Kiln.InteractVerb.Close -> Kiln.InteractVerb!
static readonly Kiln.InteractVerb.Collect -> Kiln.InteractVerb!
static readonly Kiln.InteractVerb.Craft -> Kiln.InteractVerb!
static readonly Kiln.InteractVerb.Deactivate -> Kiln.InteractVerb!
static readonly Kiln.InteractVerb.Drink -> Kiln.InteractVerb!
static readonly Kiln.InteractVerb.Flip -> Kiln.InteractVerb!
static readonly Kiln.InteractVerb.Harvest -> Kiln.InteractVerb!
static readonly Kiln.InteractVerb.Inspect -> Kiln.InteractVerb!
static readonly Kiln.InteractVerb.Open -> Kiln.InteractVerb!
static readonly Kiln.InteractVerb.Read -> Kiln.InteractVerb!
static readonly Kiln.InteractVerb.Search -> Kiln.InteractVerb!
static readonly Kiln.InteractVerb.Sit -> Kiln.InteractVerb!
static readonly Kiln.InteractVerb.Sleep -> Kiln.InteractVerb!
static readonly Kiln.InteractVerb.Talk -> Kiln.InteractVerb!
static readonly Kiln.InteractVerb.Use -> Kiln.InteractVerb!
static readonly Kiln.ItemKind.Ammo -> Kiln.ItemKind!
static readonly Kiln.ItemKind.Consumable -> Kiln.ItemKind!
static readonly Kiln.ItemKind.Food -> Kiln.ItemKind!
static readonly Kiln.ItemKind.Material -> Kiln.ItemKind!
static readonly Kiln.ItemKind.Tool -> Kiln.ItemKind!
static readonly Kiln.ItemKind.WaterPouch -> Kiln.ItemKind!
static readonly Kiln.ItemKind.WateringCan -> Kiln.ItemKind!
static readonly Kiln.LidBlock.Open -> System.Guid
static readonly Kiln.LidBlock.Shut -> System.Guid
static readonly Kiln.MaterialReflectance.FromParams -> Kiln.MaterialReflectance
static readonly Kiln.PlayerStateRef.Eaten -> Kiln.PlayerStateRef
static readonly Kiln.PlayerStateRef.Eating -> Kiln.PlayerStateRef
static readonly Kiln.ProjectileLook.Fireball -> Kiln.ProjectileLook!
static readonly Kiln.ProjectileLook.IceBolt -> Kiln.ProjectileLook!
static readonly Kiln.Shape.Outward -> Kiln.Shape!
static readonly Kiln.Shape.Sphere -> Kiln.Shape!
static readonly Kiln.Shape.Up -> Kiln.Shape!
static readonly Kiln.SpawnShape.Point -> Kiln.SpawnShape!
static readonly Kiln.Stat.Block -> Kiln.Stat!
static readonly Kiln.Stat.Constitution -> Kiln.Stat!
static readonly Kiln.Stat.CritChance -> Kiln.Stat!
static readonly Kiln.Stat.CritDamage -> Kiln.Stat!
static readonly Kiln.Stat.Dexterity -> Kiln.Stat!
static readonly Kiln.Stat.Endurance -> Kiln.Stat!
static readonly Kiln.Stat.Healing -> Kiln.Stat!
static readonly Kiln.Stat.HealthRegen -> Kiln.Stat!
static readonly Kiln.Stat.Intelligence -> Kiln.Stat!
static readonly Kiln.Stat.MagicDamage -> Kiln.Stat!
static readonly Kiln.Stat.MagicalArmor -> Kiln.Stat!
static readonly Kiln.Stat.ManaRegen -> Kiln.Stat!
static readonly Kiln.Stat.MaxHealth -> Kiln.Stat!
static readonly Kiln.Stat.MaxMana -> Kiln.Stat!
static readonly Kiln.Stat.MaxOxygen -> Kiln.Stat!
static readonly Kiln.Stat.MaxStamina -> Kiln.Stat!
static readonly Kiln.Stat.MeleeDamage -> Kiln.Stat!
static readonly Kiln.Stat.MoveSpeed -> Kiln.Stat!
static readonly Kiln.Stat.Parry -> Kiln.Stat!
static readonly Kiln.Stat.PhysicalArmor -> Kiln.Stat!
static readonly Kiln.Stat.RangedDamage -> Kiln.Stat!
static readonly Kiln.Stat.ResistBlunt -> Kiln.Stat!
static readonly Kiln.Stat.ResistCut -> Kiln.Stat!
static readonly Kiln.Stat.ResistFire -> Kiln.Stat!
static readonly Kiln.Stat.ResistIce -> Kiln.Stat!
static readonly Kiln.Stat.ResistLightning -> Kiln.Stat!
static readonly Kiln.Stat.ResistMagical -> Kiln.Stat!
static readonly Kiln.Stat.ResistPhysical -> Kiln.Stat!
static readonly Kiln.Stat.ResistPierce -> Kiln.Stat!
static readonly Kiln.Stat.ResistPoison -> Kiln.Stat!
static readonly Kiln.Stat.ResistShroud -> Kiln.Stat!
static readonly Kiln.Stat.ShroudTime -> Kiln.Stat!
static readonly Kiln.Stat.Spirit -> Kiln.Stat!
static readonly Kiln.Stat.SprintSpeed -> Kiln.Stat!
static readonly Kiln.Stat.StaminaRegen -> Kiln.Stat!
static readonly Kiln.Stat.StaminaUseClimb -> Kiln.Stat!
static readonly Kiln.Stat.StaminaUseGlide -> Kiln.Stat!
static readonly Kiln.Stat.StaminaUseSprint -> Kiln.Stat!
static readonly Kiln.Stat.Strength -> Kiln.Stat!
static readonly Kiln.StationKind.Alchemy -> Kiln.StationKind!
static readonly Kiln.StationKind.Carpenter -> Kiln.StationKind!
static readonly Kiln.StationKind.CharcoalKiln -> Kiln.StationKind!
static readonly Kiln.StationKind.DryingRack -> Kiln.StationKind!
static readonly Kiln.StationKind.Fireplace -> Kiln.StationKind!
static readonly Kiln.StationKind.Forge -> Kiln.StationKind!
static readonly Kiln.StationKind.Grinder -> Kiln.StationKind!
static readonly Kiln.StationKind.Kiln -> Kiln.StationKind!
static readonly Kiln.StationKind.Kitchen -> Kiln.StationKind!
static readonly Kiln.StationKind.Oven -> Kiln.StationKind!
static readonly Kiln.StationKind.Smelter -> Kiln.StationKind!
static readonly Kiln.StationKind.TableSaw -> Kiln.StationKind!
static readonly Kiln.StationKind.Tannery -> Kiln.StationKind!
static readonly Kiln.StationKind.Workbench -> Kiln.StationKind!
static readonly Kiln.StatusLook.Fire -> Kiln.StatusLook!
static readonly Kiln.StatusLook.Frost -> Kiln.StatusLook!
static readonly Kiln.StatusLook.Poison -> Kiln.StatusLook!
static readonly Kiln.ToolClass.Axe -> Kiln.ToolClass!
static readonly Kiln.ToolClass.FishingRod -> Kiln.ToolClass!
static readonly Kiln.ToolClass.Glider -> Kiln.ToolClass!
static readonly Kiln.ToolClass.GrapplingHook -> Kiln.ToolClass!
static readonly Kiln.ToolClass.Pickaxe -> Kiln.ToolClass!
static readonly Kiln.ToolClass.Rake -> Kiln.ToolClass!
static readonly Kiln.ToolClass.Sieve -> Kiln.ToolClass!
static readonly Kiln.ToolClass.Torch -> Kiln.ToolClass!
static readonly Kiln.VfxParameterBlock.Names -> System.Collections.Generic.IReadOnlyList<string!>!
static readonly Kiln.WandMoves.Bolt -> Kiln.WandMoves!
static readonly Kiln.WandMoves.Heavy -> Kiln.WandMoves!
static readonly Kiln.WandMoves.Special -> Kiln.WandMoves!
static readonly Kiln.WeaponClass.Axe -> Kiln.WeaponClass!
static readonly Kiln.WeaponClass.Bow -> Kiln.WeaponClass!
static readonly Kiln.WeaponClass.Daggers -> Kiln.WeaponClass!
static readonly Kiln.WeaponClass.Greataxe -> Kiln.WeaponClass!
static readonly Kiln.WeaponClass.Greatsword -> Kiln.WeaponClass!
static readonly Kiln.WeaponClass.Hammer -> Kiln.WeaponClass!
static readonly Kiln.WeaponClass.Mace -> Kiln.WeaponClass!
static readonly Kiln.WeaponClass.Shield -> Kiln.WeaponClass!
static readonly Kiln.WeaponClass.Staff -> Kiln.WeaponClass!
static readonly Kiln.WeaponClass.Sword -> Kiln.WeaponClass!
static readonly Kiln.WeaponClass.Wand -> Kiln.WeaponClass!
virtual Kiln.NpcBrain.Start(Kiln.NpcControl! npc) -> void
virtual Kiln.NpcBrain.Stop(Kiln.NpcControl! npc) -> void
virtual Kiln.PlaceBlock.<Clone>$() -> Kiln.PlaceBlock!
virtual Kiln.PlaceBlock.EqualityContract.get -> System.Type!
virtual Kiln.PlaceBlock.Equals(Kiln.PlaceBlock? other) -> bool
virtual Kiln.PlaceBlock.PrintMembers(System.Text.StringBuilder! builder) -> bool
virtual Kiln.PlacedDelivery.EqualityContract.get -> System.Type!
virtual Kiln.PlacedDelivery.Equals(Kiln.PlacedDelivery? other) -> bool
virtual Kiln.PlacedDelivery.PrintMembers(System.Text.StringBuilder! builder) -> bool
virtual Kiln.PropBlock.<Clone>$() -> Kiln.PropBlock!
virtual Kiln.PropBlock.EqualityContract.get -> System.Type!
virtual Kiln.PropBlock.Equals(Kiln.PropBlock? other) -> bool
virtual Kiln.PropBlock.PrintMembers(System.Text.StringBuilder! builder) -> bool
virtual Kiln.UiRow.EqualityContract.get -> System.Type!
virtual Kiln.UiRow.Equals(Kiln.UiRow? other) -> bool
virtual Kiln.UiRow.PrintMembers(System.Text.StringBuilder! builder) -> bool
~override Kiln.AbilityRef.Equals(object obj) -> bool
~override Kiln.ItemRef.Equals(object obj) -> bool
~override Kiln.LootStack.Equals(object obj) -> bool
~override Kiln.LootStack.ToString() -> string
~override Kiln.MaterialAlphaTest.Equals(object obj) -> bool
~override Kiln.MaterialAlphaTest.ToString() -> string
~override Kiln.MaterialRef.Equals(object obj) -> bool
~override Kiln.MaterialRef.ToString() -> string
~override Kiln.MaterialReflectance.Equals(object obj) -> bool
~override Kiln.MaterialReflectance.ToString() -> string
~override Kiln.MaterialUvScale.Equals(object obj) -> bool
~override Kiln.MaterialUvScale.ToString() -> string
~override Kiln.PerkRef.Equals(object obj) -> bool
~override Kiln.PlayerStateRef.Equals(object obj) -> bool
~override Kiln.PropRef.Equals(object obj) -> bool
~override Kiln.SoundRef.Equals(object obj) -> bool
~override Kiln.StationRef.Equals(object obj) -> bool
~override Kiln.SurfaceValue.Equals(object obj) -> bool
~override Kiln.SurfaceValue.ToString() -> string
~override Kiln.TemplateRef.Equals(object obj) -> bool
~override Kiln.VfxRange.Equals(object obj) -> bool
~override Kiln.VfxRange.ToString() -> string
~override Kiln.VfxValue.Equals(object obj) -> bool
~override Kiln.VfxValue.ToString() -> string
~override Kiln.WindowRef.Equals(object obj) -> bool
