#nullable enable
Kiln.Act
Kiln.AiAccess
Kiln.AiAccess.AiAccess() -> void
Kiln.AiAccess.Get(string! path) -> string!
Kiln.AiAccess.Get(string! path, out bool isPrivate) -> string!
Kiln.AiAccess.GetNumber(string! path) -> double
Kiln.AiAccess.Override(System.Action<Kiln.AiAccess>! edit) -> void
Kiln.AiAccess.Reset(string? pathOrComponent = null) -> int
Kiln.AiAccess.Set(string! path, bool value) -> void
Kiln.AiAccess.Set(string! path, double value) -> void
Kiln.AiAccess.Set(string! path, string! value) -> void
Kiln.ArsenalAttack
Kiln.ArsenalAttack.Abort.get -> System.Collections.Generic.List<Kiln.RuleCondition!>?
Kiln.ArsenalAttack.Abort.init -> void
Kiln.ArsenalAttack.ArsenalAttack() -> void
Kiln.ArsenalAttack.Chance.get -> double?
Kiln.ArsenalAttack.Chance.init -> void
Kiln.ArsenalAttack.Execution.get -> System.Collections.Generic.List<Kiln.RuleCondition!>?
Kiln.ArsenalAttack.Execution.init -> void
Kiln.ArsenalAttack.Fields.get -> System.Collections.Generic.Dictionary<string!, object?>?
Kiln.ArsenalAttack.Fields.init -> void
Kiln.ArsenalAttack.Flags.get -> string![]?
Kiln.ArsenalAttack.Flags.init -> void
Kiln.ArsenalAttack.Id.get -> System.Guid?
Kiln.ArsenalAttack.Id.init -> void
Kiln.ArsenalAttack.MaxRange.get -> double?
Kiln.ArsenalAttack.MaxRange.init -> void
Kiln.ArsenalAttack.MinRange.get -> double?
Kiln.ArsenalAttack.MinRange.init -> void
Kiln.ArsenalAttack.Modify.get -> System.Guid?
Kiln.ArsenalAttack.Modify.init -> void
Kiln.ArsenalAttack.ModifyIndex.get -> int?
Kiln.ArsenalAttack.ModifyIndex.init -> void
Kiln.ArsenalAttack.Name.get -> string?
Kiln.ArsenalAttack.Name.init -> void
Kiln.ArsenalAttack.Selection.get -> System.Collections.Generic.List<Kiln.RuleCondition!>?
Kiln.ArsenalAttack.Selection.init -> void
Kiln.ArsenalAttack.Sequence.get -> System.Guid?
Kiln.ArsenalAttack.Sequence.init -> void
Kiln.ArsenalAttack.Style.get -> string![]?
Kiln.ArsenalAttack.Style.init -> void
Kiln.ArsenalAttack.Threat.get -> double?
Kiln.ArsenalAttack.Threat.init -> void
Kiln.ArsenalHandle
Kiln.ArsenalHandle.Dispose() -> void
Kiln.ArsenalHandle.Id.get -> System.Guid
Kiln.ArsenalInfo
Kiln.ArsenalInfo.<Clone>$() -> Kiln.ArsenalInfo!
Kiln.ArsenalInfo.Address.get -> ulong
Kiln.ArsenalInfo.Address.init -> void
Kiln.ArsenalInfo.ArsenalInfo(System.Guid Id, bool IsKiln, ulong Address, System.Collections.Generic.IReadOnlyList<Kiln.ArsenalInfo.Attack!>! Attacks, System.Collections.Generic.IReadOnlyList<Kiln.ArsenalInfo.Rule!>! Rules, System.Collections.Generic.IReadOnlyList<string!>! Problems) -> void
Kiln.ArsenalInfo.Attack
Kiln.ArsenalInfo.Attack.<Clone>$() -> Kiln.ArsenalInfo.Attack!
Kiln.ArsenalInfo.Attack.Attack(int Index, System.Guid Id, System.Guid Sequence, int Style) -> void
Kiln.ArsenalInfo.Attack.Deconstruct(out int Index, out System.Guid Id, out System.Guid Sequence, out int Style) -> void
Kiln.ArsenalInfo.Attack.Equals(Kiln.ArsenalInfo.Attack? other) -> bool
Kiln.ArsenalInfo.Attack.Id.get -> System.Guid
Kiln.ArsenalInfo.Attack.Id.init -> void
Kiln.ArsenalInfo.Attack.Index.get -> int
Kiln.ArsenalInfo.Attack.Index.init -> void
Kiln.ArsenalInfo.Attack.Sequence.get -> System.Guid
Kiln.ArsenalInfo.Attack.Sequence.init -> void
Kiln.ArsenalInfo.Attack.Style.get -> int
Kiln.ArsenalInfo.Attack.Style.init -> void
Kiln.ArsenalInfo.Attacks.get -> System.Collections.Generic.IReadOnlyList<Kiln.ArsenalInfo.Attack!>!
Kiln.ArsenalInfo.Attacks.init -> void
Kiln.ArsenalInfo.Deconstruct(out System.Guid Id, out bool IsKiln, out ulong Address, out System.Collections.Generic.IReadOnlyList<Kiln.ArsenalInfo.Attack!>! Attacks, out System.Collections.Generic.IReadOnlyList<Kiln.ArsenalInfo.Rule!>! Rules, out System.Collections.Generic.IReadOnlyList<string!>! Problems) -> void
Kiln.ArsenalInfo.Equals(Kiln.ArsenalInfo? other) -> bool
Kiln.ArsenalInfo.Id.get -> System.Guid
Kiln.ArsenalInfo.Id.init -> void
Kiln.ArsenalInfo.IsKiln.get -> bool
Kiln.ArsenalInfo.IsKiln.init -> void
Kiln.ArsenalInfo.Problems.get -> System.Collections.Generic.IReadOnlyList<string!>!
Kiln.ArsenalInfo.Problems.init -> void
Kiln.ArsenalInfo.Rule
Kiln.ArsenalInfo.Rule.<Clone>$() -> Kiln.ArsenalInfo.Rule!
Kiln.ArsenalInfo.Rule.Actions.get -> int
Kiln.ArsenalInfo.Rule.Actions.init -> void
Kiln.ArsenalInfo.Rule.Deconstruct(out int Index, out System.Guid Id, out int Mode, out int When, out int Actions) -> void
Kiln.ArsenalInfo.Rule.Equals(Kiln.ArsenalInfo.Rule? other) -> bool
Kiln.ArsenalInfo.Rule.Id.get -> System.Guid
Kiln.ArsenalInfo.Rule.Id.init -> void
Kiln.ArsenalInfo.Rule.Index.get -> int
Kiln.ArsenalInfo.Rule.Index.init -> void
Kiln.ArsenalInfo.Rule.Mode.get -> int
Kiln.ArsenalInfo.Rule.Mode.init -> void
Kiln.ArsenalInfo.Rule.Rule(int Index, System.Guid Id, int Mode, int When, int Actions) -> void
Kiln.ArsenalInfo.Rule.When.get -> int
Kiln.ArsenalInfo.Rule.When.init -> void
Kiln.ArsenalInfo.Rules.get -> System.Collections.Generic.IReadOnlyList<Kiln.ArsenalInfo.Rule!>!
Kiln.ArsenalInfo.Rules.init -> void
Kiln.ArsenalRule
Kiln.ArsenalRule.AbortIf.get -> System.Collections.Generic.List<Kiln.RuleCondition!>?
Kiln.ArsenalRule.AbortIf.init -> void
Kiln.ArsenalRule.ArsenalRule() -> void
Kiln.ArsenalRule.Chance.get -> double
Kiln.ArsenalRule.Chance.init -> void
Kiln.ArsenalRule.Cooldown.get -> double
Kiln.ArsenalRule.Cooldown.init -> void
Kiln.ArsenalRule.Do.get -> System.Collections.Generic.List<Kiln.RuleAction!>!
Kiln.ArsenalRule.Do.init -> void
Kiln.ArsenalRule.Every.get -> double
Kiln.ArsenalRule.Every.init -> void
Kiln.ArsenalRule.EveryMax.get -> double?
Kiln.ArsenalRule.EveryMax.init -> void
Kiln.ArsenalRule.If.get -> System.Collections.Generic.List<Kiln.RuleCondition!>!
Kiln.ArsenalRule.If.init -> void
Kiln.ArsenalRule.Modify.get -> System.Guid?
Kiln.ArsenalRule.Modify.init -> void
Kiln.ArsenalRule.ModifyIndex.get -> int?
Kiln.ArsenalRule.ModifyIndex.init -> void
Kiln.ArsenalRule.Name.get -> string?
Kiln.ArsenalRule.Name.init -> void
Kiln.ArsenalRule.When.get -> Kiln.RuleMode
Kiln.ArsenalRule.When.init -> void
Kiln.ArsenalSpec
Kiln.ArsenalSpec.ArsenalSpec() -> void
Kiln.ArsenalSpec.Attacks.get -> System.Collections.Generic.List<Kiln.ArsenalAttack!>!
Kiln.ArsenalSpec.Attacks.init -> void
Kiln.ArsenalSpec.From.get -> System.Guid?
Kiln.ArsenalSpec.From.init -> void
Kiln.ArsenalSpec.PickAttack.get -> System.Func<Kiln.NpcView!, string?>?
Kiln.ArsenalSpec.PickAttack.init -> void
Kiln.ArsenalSpec.PickEvery.get -> double
Kiln.ArsenalSpec.PickEvery.init -> void
Kiln.ArsenalSpec.PickTarget.get -> System.Func<Kiln.NpcView!, Kiln.EntityId>?
Kiln.ArsenalSpec.PickTarget.init -> void
Kiln.ArsenalSpec.Rules.get -> System.Collections.Generic.List<Kiln.ArsenalRule!>!
Kiln.ArsenalSpec.Rules.init -> void
Kiln.Arsenals
Kiln.AttackControl
Kiln.AttackControl.Allow(params int[]! indexes) -> void
Kiln.AttackControl.AttackControl() -> void
Kiln.AttackControl.Clear() -> void
Kiln.AttackControl.Force(System.Guid attack) -> void
Kiln.AttackControl.Force(int index) -> void
Kiln.AttackControl.Force(string! name) -> void
Kiln.AttackControl.Natural() -> void
Kiln.CreatureAdminCommands
Kiln.CreatureCommands
Kiln.CreatureCommands.Attack(Kiln.EntityId target, float threat = 1000) -> void
Kiln.CreatureCommands.ControlTarget(Kiln.EntityId target) -> void
Kiln.CreatureCommands.CreatureCommands() -> void
Kiln.CreatureCommands.Guard(Kiln.EntityId target) -> void
Kiln.CreatureCommands.Guard(Kiln.EntityId target, Kiln.GuardOptions! options) -> void
Kiln.CreatureCommands.Heal(float seconds = 3) -> void
Kiln.CreatureCommands.MoveTo(Kiln.WorldPosition position) -> void
Kiln.CreatureCommands.Stay() -> void
Kiln.CreatureCommands.StopGuarding(Kiln.EntityId target) -> void
Kiln.CreatureFlags
Kiln.CreatureFlags.Ally = 16 -> Kiln.CreatureFlags
Kiln.CreatureFlags.Boss = 1 -> Kiln.CreatureFlags
Kiln.CreatureFlags.BossHealthBar = 64 -> Kiln.CreatureFlags
Kiln.CreatureFlags.Catalog = 256 -> Kiln.CreatureFlags
Kiln.CreatureFlags.GuardsPlayer = 8 -> Kiln.CreatureFlags
Kiln.CreatureFlags.Loaded = 512 -> Kiln.CreatureFlags
Kiln.CreatureFlags.None = 0 -> Kiln.CreatureFlags
Kiln.CreatureFlags.Phases = 2 -> Kiln.CreatureFlags
Kiln.CreatureFlags.Runtime = 1024 -> Kiln.CreatureFlags
Kiln.CreatureFlags.Saved = 4 -> Kiln.CreatureFlags
Kiln.CreatureFlags.Weakspot = 32 -> Kiln.CreatureFlags
Kiln.CreatureInfo
Kiln.CreatureInfo.<Clone>$() -> Kiln.CreatureInfo!
Kiln.CreatureInfo.Awareness.get -> float
Kiln.CreatureInfo.Awareness.init -> void
Kiln.CreatureInfo.AwarenessState.get -> byte
Kiln.CreatureInfo.AwarenessState.init -> void
Kiln.CreatureInfo.CreatureInfo(Kiln.EntityId Entity, System.Guid Template, string! TemplateName, Kiln.CreatureKind Kind, bool HasAi, Kiln.EnemyState State, byte AwarenessState, float Awareness, Kiln.Faction Faction, int Level, int LevelMax, int Health, int HealthMax, float Scale, float XpFactor, float SpeedFactor, float DamageMultiplier, Kiln.EnemyFeatures TemplateFeatures, Kiln.EnemyFeatures EnabledFeatures, Kiln.EnemyFeatures DisabledFeatures, Kiln.EntityId Target, Kiln.EntityId Guard, Kiln.WorldPosition Home, System.Guid LootLabels, int LootSlotsMin, int LootSlotsMax, bool LootDisabled, bool Dead, bool Ready, bool ForcedReady, int Layers, int PrivateCopies) -> void
Kiln.CreatureInfo.DamageMultiplier.get -> float
Kiln.CreatureInfo.DamageMultiplier.init -> void
Kiln.CreatureInfo.Dead.get -> bool
Kiln.CreatureInfo.Dead.init -> void
Kiln.CreatureInfo.Deconstruct(out Kiln.EntityId Entity, out System.Guid Template, out string! TemplateName, out Kiln.CreatureKind Kind, out bool HasAi, out Kiln.EnemyState State, out byte AwarenessState, out float Awareness, out Kiln.Faction Faction, out int Level, out int LevelMax, out int Health, out int HealthMax, out float Scale, out float XpFactor, out float SpeedFactor, out float DamageMultiplier, out Kiln.EnemyFeatures TemplateFeatures, out Kiln.EnemyFeatures EnabledFeatures, out Kiln.EnemyFeatures DisabledFeatures, out Kiln.EntityId Target, out Kiln.EntityId Guard, out Kiln.WorldPosition Home, out System.Guid LootLabels, out int LootSlotsMin, out int LootSlotsMax, out bool LootDisabled, out bool Dead, out bool Ready, out bool ForcedReady, out int Layers, out int PrivateCopies) -> void
Kiln.CreatureInfo.DisabledFeatures.get -> Kiln.EnemyFeatures
Kiln.CreatureInfo.DisabledFeatures.init -> void
Kiln.CreatureInfo.EnabledFeatures.get -> Kiln.EnemyFeatures
Kiln.CreatureInfo.EnabledFeatures.init -> void
Kiln.CreatureInfo.Entity.get -> Kiln.EntityId
Kiln.CreatureInfo.Entity.init -> void
Kiln.CreatureInfo.Equals(Kiln.CreatureInfo? other) -> bool
Kiln.CreatureInfo.Faction.get -> Kiln.Faction
Kiln.CreatureInfo.Faction.init -> void
Kiln.CreatureInfo.ForcedReady.get -> bool
Kiln.CreatureInfo.ForcedReady.init -> void
Kiln.CreatureInfo.Guard.get -> Kiln.EntityId
Kiln.CreatureInfo.Guard.init -> void
Kiln.CreatureInfo.HasAi.get -> bool
Kiln.CreatureInfo.HasAi.init -> void
Kiln.CreatureInfo.Health.get -> int
Kiln.CreatureInfo.Health.init -> void
Kiln.CreatureInfo.HealthMax.get -> int
Kiln.CreatureInfo.HealthMax.init -> void
Kiln.CreatureInfo.Home.get -> Kiln.WorldPosition
Kiln.CreatureInfo.Home.init -> void
Kiln.CreatureInfo.Kind.get -> Kiln.CreatureKind
Kiln.CreatureInfo.Kind.init -> void
Kiln.CreatureInfo.Layers.get -> int
Kiln.CreatureInfo.Layers.init -> void
Kiln.CreatureInfo.Level.get -> int
Kiln.CreatureInfo.Level.init -> void
Kiln.CreatureInfo.LevelMax.get -> int
Kiln.CreatureInfo.LevelMax.init -> void
Kiln.CreatureInfo.LootDisabled.get -> bool
Kiln.CreatureInfo.LootDisabled.init -> void
Kiln.CreatureInfo.LootLabels.get -> System.Guid
Kiln.CreatureInfo.LootLabels.init -> void
Kiln.CreatureInfo.LootSlotsMax.get -> int
Kiln.CreatureInfo.LootSlotsMax.init -> void
Kiln.CreatureInfo.LootSlotsMin.get -> int
Kiln.CreatureInfo.LootSlotsMin.init -> void
Kiln.CreatureInfo.PrivateCopies.get -> int
Kiln.CreatureInfo.PrivateCopies.init -> void
Kiln.CreatureInfo.Ready.get -> bool
Kiln.CreatureInfo.Ready.init -> void
Kiln.CreatureInfo.Scale.get -> float
Kiln.CreatureInfo.Scale.init -> void
Kiln.CreatureInfo.SpeedFactor.get -> float
Kiln.CreatureInfo.SpeedFactor.init -> void
Kiln.CreatureInfo.State.get -> Kiln.EnemyState
Kiln.CreatureInfo.State.init -> void
Kiln.CreatureInfo.Target.get -> Kiln.EntityId
Kiln.CreatureInfo.Target.init -> void
Kiln.CreatureInfo.Template.get -> System.Guid
Kiln.CreatureInfo.Template.init -> void
Kiln.CreatureInfo.TemplateFeatures.get -> Kiln.EnemyFeatures
Kiln.CreatureInfo.TemplateFeatures.init -> void
Kiln.CreatureInfo.TemplateName.get -> string!
Kiln.CreatureInfo.TemplateName.init -> void
Kiln.CreatureInfo.XpFactor.get -> float
Kiln.CreatureInfo.XpFactor.init -> void
Kiln.CreatureKind
Kiln.CreatureKind.Animal = 3 -> Kiln.CreatureKind
Kiln.CreatureKind.Enemy = 1 -> Kiln.CreatureKind
Kiln.CreatureKind.None = 0 -> Kiln.CreatureKind
Kiln.CreatureKind.Villager = 4 -> Kiln.CreatureKind
Kiln.CreatureKind.Wildlife = 2 -> Kiln.CreatureKind
Kiln.CreatureRef
Kiln.CreatureRef.Ai.get -> Kiln.AiAccess
Kiln.CreatureRef.AiEnabled.get -> bool
Kiln.CreatureRef.AiEnabled.set -> void
Kiln.CreatureRef.Arsenal.get -> System.Guid
Kiln.CreatureRef.Arsenal.set -> void
Kiln.CreatureRef.Attacks.get -> Kiln.AttackControl
Kiln.CreatureRef.Command.get -> Kiln.CreatureCommands
Kiln.CreatureRef.CreatureRef() -> void
Kiln.CreatureRef.DamageFactor.get -> float
Kiln.CreatureRef.DamageFactor.set -> void
Kiln.CreatureRef.Entity.get -> Kiln.EntityId
Kiln.CreatureRef.Exists.get -> bool
Kiln.CreatureRef.Faction.get -> Kiln.Faction
Kiln.CreatureRef.Faction.set -> void
Kiln.CreatureRef.FeatureAccess
Kiln.CreatureRef.FeatureAccess.Disable(Kiln.EnemyFeatures f) -> void
Kiln.CreatureRef.FeatureAccess.Disabled.get -> Kiln.EnemyFeatures
Kiln.CreatureRef.FeatureAccess.Enable(Kiln.EnemyFeatures f) -> void
Kiln.CreatureRef.FeatureAccess.Enabled.get -> Kiln.EnemyFeatures
Kiln.CreatureRef.FeatureAccess.Reset() -> void
Kiln.CreatureRef.Features.get -> Kiln.CreatureRef.FeatureAccess!
Kiln.CreatureRef.ForceReady(bool on = true) -> void
Kiln.CreatureRef.Home.get -> Kiln.WorldPosition
Kiln.CreatureRef.Home.set -> void
Kiln.CreatureRef.Inspect() -> Kiln.CreatureInfo?
Kiln.CreatureRef.Level.get -> int
Kiln.CreatureRef.Level.set -> void
Kiln.CreatureRef.Loot.get -> Kiln.CreatureRef.LootAccess!
Kiln.CreatureRef.LootAccess
Kiln.CreatureRef.LootAccess.Disabled.get -> bool
Kiln.CreatureRef.LootAccess.Disabled.set -> void
Kiln.CreatureRef.LootAccess.Labels.get -> System.Guid
Kiln.CreatureRef.LootAccess.Labels.set -> void
Kiln.CreatureRef.LootAccess.Slots.get -> (int Min, int Max)
Kiln.CreatureRef.LootAccess.Slots.set -> void
Kiln.CreatureRef.Phase.get -> uint
Kiln.CreatureRef.PreferTarget(Kiln.EntityId target, double seconds = 5, float threat = 5000) -> void
Kiln.CreatureRef.ReleaseTarget() -> void
Kiln.CreatureRef.Reset() -> int
Kiln.CreatureRef.Resistance.get -> Kiln.CreatureRef.ResistanceAccess!
Kiln.CreatureRef.ResistanceAccess
Kiln.CreatureRef.ResistanceAccess.Reset(Kiln.DamageKind kind) -> void
Kiln.CreatureRef.ResistanceAccess.this[Kiln.DamageKind kind].get -> float
Kiln.CreatureRef.ResistanceAccess.this[Kiln.DamageKind kind].set -> void
Kiln.CreatureRef.Scale.get -> float
Kiln.CreatureRef.Scale.set -> void
Kiln.CreatureRef.SetPhase(System.Guid phase) -> void
Kiln.CreatureRef.SetPhase(string! name) -> void
Kiln.CreatureRef.SpeedFactor.get -> float
Kiln.CreatureRef.SpeedFactor.set -> void
Kiln.CreatureRef.State.get -> Kiln.EnemyState
Kiln.CreatureRef.Target.get -> Kiln.EntityId
Kiln.CreatureRef.Template.get -> Kiln.CreatureTemplate?
Kiln.CreatureRef.XpFactor.get -> float
Kiln.CreatureRef.XpFactor.set -> void
Kiln.CreatureSpawnOptions
Kiln.CreatureSpawnOptions.CreatureSpawnOptions() -> void
Kiln.CreatureSpawnOptions.DespawnOnUnload.get -> bool
Kiln.CreatureSpawnOptions.DespawnOnUnload.init -> void
Kiln.CreatureSpawnOptions.Flags.get -> Kiln.SpawnFlags
Kiln.CreatureSpawnOptions.Flags.init -> void
Kiln.CreatureSpawnOptions.Tag.get -> string?
Kiln.CreatureSpawnOptions.Tag.init -> void
Kiln.CreatureSpawnRule
Kiln.CreatureSpawnRule.<Clone>$() -> Kiln.CreatureSpawnRule!
Kiln.CreatureSpawnRule.Chance.get -> double
Kiln.CreatureSpawnRule.Chance.init -> void
Kiln.CreatureSpawnRule.CreatureSpawnRule(string! Template, string! Variant, double Chance = 1, bool NightOnly = false, bool DayOnly = false) -> void
Kiln.CreatureSpawnRule.DayOnly.get -> bool
Kiln.CreatureSpawnRule.DayOnly.init -> void
Kiln.CreatureSpawnRule.Deconstruct(out string! Template, out string! Variant, out double Chance, out bool NightOnly, out bool DayOnly) -> void
Kiln.CreatureSpawnRule.Equals(Kiln.CreatureSpawnRule? other) -> bool
Kiln.CreatureSpawnRule.NightOnly.get -> bool
Kiln.CreatureSpawnRule.NightOnly.init -> void
Kiln.CreatureSpawnRule.Template.get -> string!
Kiln.CreatureSpawnRule.Template.init -> void
Kiln.CreatureSpawnRule.Variant.get -> string!
Kiln.CreatureSpawnRule.Variant.init -> void
Kiln.CreatureStateEvent
Kiln.CreatureStateEvent.Condition.get -> Kiln.StateCondition
Kiln.CreatureStateEvent.Entity.get -> Kiln.EntityId
Kiln.CreatureStateEvent.From.get -> Kiln.EnemyState
Kiln.CreatureStateEvent.Step.get -> ulong
Kiln.CreatureStateEvent.Template.get -> Kiln.CreatureTemplate?
Kiln.CreatureStateEvent.To.get -> Kiln.EnemyState
Kiln.CreatureTargetEvent
Kiln.CreatureTargetEvent.Acquired.get -> bool
Kiln.CreatureTargetEvent.Entity.get -> Kiln.EntityId
Kiln.CreatureTargetEvent.Lost.get -> bool
Kiln.CreatureTargetEvent.Previous.get -> Kiln.EntityId
Kiln.CreatureTargetEvent.State.get -> Kiln.EnemyState
Kiln.CreatureTargetEvent.Step.get -> ulong
Kiln.CreatureTargetEvent.Target.get -> Kiln.EntityId
Kiln.CreatureTemplate
Kiln.CreatureTemplate.<Clone>$() -> Kiln.CreatureTemplate!
Kiln.CreatureTemplate.AnimationGraph.get -> System.Guid
Kiln.CreatureTemplate.AnimationGraph.init -> void
Kiln.CreatureTemplate.Arsenal.get -> System.Guid
Kiln.CreatureTemplate.Arsenal.init -> void
Kiln.CreatureTemplate.ClassName.get -> string!
Kiln.CreatureTemplate.CreatureTemplate(System.Guid Id, string! Name, string! DisplayName, Kiln.CreatureKind Kind, Kiln.CreatureFlags Flags, Kiln.Faction Faction, int Level, int LevelMax, int EnemyClass, System.Guid Arsenal, System.Guid LootLabels, int LootSlotsMin, int LootSlotsMax, float XpMod, float Scale, System.Guid Model, System.Guid AnimationGraph) -> void
Kiln.CreatureTemplate.Deconstruct(out System.Guid Id, out string! Name, out string! DisplayName, out Kiln.CreatureKind Kind, out Kiln.CreatureFlags Flags, out Kiln.Faction Faction, out int Level, out int LevelMax, out int EnemyClass, out System.Guid Arsenal, out System.Guid LootLabels, out int LootSlotsMin, out int LootSlotsMax, out float XpMod, out float Scale, out System.Guid Model, out System.Guid AnimationGraph) -> void
Kiln.CreatureTemplate.DisplayName.get -> string!
Kiln.CreatureTemplate.DisplayName.init -> void
Kiln.CreatureTemplate.EnemyClass.get -> int
Kiln.CreatureTemplate.EnemyClass.init -> void
Kiln.CreatureTemplate.Equals(Kiln.CreatureTemplate? other) -> bool
Kiln.CreatureTemplate.Faction.get -> Kiln.Faction
Kiln.CreatureTemplate.Faction.init -> void
Kiln.CreatureTemplate.Flags.get -> Kiln.CreatureFlags
Kiln.CreatureTemplate.Flags.init -> void
Kiln.CreatureTemplate.Id.get -> System.Guid
Kiln.CreatureTemplate.Id.init -> void
Kiln.CreatureTemplate.IsBoss.get -> bool
Kiln.CreatureTemplate.IsLoaded.get -> bool
Kiln.CreatureTemplate.IsRuntime.get -> bool
Kiln.CreatureTemplate.IsSaved.get -> bool
Kiln.CreatureTemplate.IsVillager.get -> bool
Kiln.CreatureTemplate.Kind.get -> Kiln.CreatureKind
Kiln.CreatureTemplate.Kind.init -> void
Kiln.CreatureTemplate.Level.get -> int
Kiln.CreatureTemplate.Level.init -> void
Kiln.CreatureTemplate.LevelMax.get -> int
Kiln.CreatureTemplate.LevelMax.init -> void
Kiln.CreatureTemplate.LootLabels.get -> System.Guid
Kiln.CreatureTemplate.LootLabels.init -> void
Kiln.CreatureTemplate.LootSlotsMax.get -> int
Kiln.CreatureTemplate.LootSlotsMax.init -> void
Kiln.CreatureTemplate.LootSlotsMin.get -> int
Kiln.CreatureTemplate.LootSlotsMin.init -> void
Kiln.CreatureTemplate.Model.get -> System.Guid
Kiln.CreatureTemplate.Model.init -> void
Kiln.CreatureTemplate.Name.get -> string!
Kiln.CreatureTemplate.Name.init -> void
Kiln.CreatureTemplate.Scale.get -> float
Kiln.CreatureTemplate.Scale.init -> void
Kiln.CreatureTemplate.XpMod.get -> float
Kiln.CreatureTemplate.XpMod.init -> void
Kiln.CreatureVariant
Kiln.CreatureVariant.Ai.get -> System.Collections.Generic.Dictionary<string!, string!>!
Kiln.CreatureVariant.Ai.init -> void
Kiln.CreatureVariant.Base.get -> string!
Kiln.CreatureVariant.Base.init -> void
Kiln.CreatureVariant.CreatureVariant() -> void
Kiln.CreatureVariant.DamageFactor.get -> float?
Kiln.CreatureVariant.DamageFactor.init -> void
Kiln.CreatureVariant.DisableFeatures.get -> Kiln.EnemyFeatures
Kiln.CreatureVariant.DisableFeatures.init -> void
Kiln.CreatureVariant.EnableFeatures.get -> Kiln.EnemyFeatures
Kiln.CreatureVariant.EnableFeatures.init -> void
Kiln.CreatureVariant.Faction.get -> Kiln.Faction?
Kiln.CreatureVariant.Faction.init -> void
Kiln.CreatureVariant.Id.get -> string!
Kiln.CreatureVariant.Id.init -> void
Kiln.CreatureVariant.Level.get -> int?
Kiln.CreatureVariant.Level.init -> void
Kiln.CreatureVariant.LootDisabled.get -> bool?
Kiln.CreatureVariant.LootDisabled.init -> void
Kiln.CreatureVariant.LootLabels.get -> System.Guid?
Kiln.CreatureVariant.LootLabels.init -> void
Kiln.CreatureVariant.LootSlots.get -> (int Min, int Max)?
Kiln.CreatureVariant.LootSlots.init -> void
Kiln.CreatureVariant.Name.get -> string?
Kiln.CreatureVariant.Name.init -> void
Kiln.CreatureVariant.Persist.get -> bool
Kiln.CreatureVariant.Persist.init -> void
Kiln.CreatureVariant.Resistances.get -> System.Collections.Generic.Dictionary<Kiln.DamageKind, float>!
Kiln.CreatureVariant.Resistances.init -> void
Kiln.CreatureVariant.Scale.get -> float?
Kiln.CreatureVariant.Scale.init -> void
Kiln.CreatureVariant.SpeedFactor.get -> float?
Kiln.CreatureVariant.SpeedFactor.init -> void
Kiln.CreatureVariant.XpFactor.get -> float?
Kiln.CreatureVariant.XpFactor.init -> void
Kiln.CreatureVariantAppliedEvent
Kiln.CreatureVariantAppliedEvent.Entity.get -> Kiln.EntityId
Kiln.CreatureVariantAppliedEvent.Natural.get -> bool
Kiln.CreatureVariantAppliedEvent.Variant.get -> Kiln.CreatureVariant!
Kiln.CreatureVariants
Kiln.Creatures
Kiln.CreaturesPackReport
Kiln.CreaturesPackReport.<Clone>$() -> Kiln.CreaturesPackReport!
Kiln.CreaturesPackReport.Applied.get -> int
Kiln.CreaturesPackReport.Applied.init -> void
Kiln.CreaturesPackReport.CreaturesPackReport(int Applied, System.Collections.Generic.IReadOnlyList<string!>! Errors, System.Collections.Generic.IReadOnlyList<string!>! Warnings) -> void
Kiln.CreaturesPackReport.Deconstruct(out int Applied, out System.Collections.Generic.IReadOnlyList<string!>! Errors, out System.Collections.Generic.IReadOnlyList<string!>! Warnings) -> void
Kiln.CreaturesPackReport.Equals(Kiln.CreaturesPackReport? other) -> bool
Kiln.CreaturesPackReport.Errors.get -> System.Collections.Generic.IReadOnlyList<string!>!
Kiln.CreaturesPackReport.Errors.init -> void
Kiln.CreaturesPackReport.Ok.get -> bool
Kiln.CreaturesPackReport.Warnings.get -> System.Collections.Generic.IReadOnlyList<string!>!
Kiln.CreaturesPackReport.Warnings.init -> void
Kiln.CreaturesStatus
Kiln.CreaturesStatus.<Clone>$() -> Kiln.CreaturesStatus!
Kiln.CreaturesStatus.AiHooks.get -> bool
Kiln.CreaturesStatus.AiHooks.init -> void
Kiln.CreaturesStatus.ArsenalCount.get -> int
Kiln.CreaturesStatus.ArsenalCount.init -> void
Kiln.CreaturesStatus.Arsenals.get -> bool
Kiln.CreaturesStatus.Arsenals.init -> void
Kiln.CreaturesStatus.Catalog.get -> int
Kiln.CreaturesStatus.Catalog.init -> void
Kiln.CreaturesStatus.CatalogLoaded.get -> int
Kiln.CreaturesStatus.CatalogLoaded.init -> void
Kiln.CreaturesStatus.Commands.get -> bool
Kiln.CreaturesStatus.Commands.init -> void
Kiln.CreaturesStatus.CommandsSent.get -> ulong
Kiln.CreaturesStatus.CommandsSent.init -> void
Kiln.CreaturesStatus.CopyReads.get -> ulong
Kiln.CreaturesStatus.CopyReads.init -> void
Kiln.CreaturesStatus.CreaturesStatus(bool Slots, bool AiHooks, bool ReadyBit, bool Arsenals, bool Reflection, bool Commands, bool Marks, bool LabReady, int Catalog, int CatalogLoaded, int EngineCreaturesMissing, int ArsenalCount, int Entities, int Layers, int PrivateCopies, int PendingFree, ulong StateChanges, ulong EventsDelivered, ulong EventsDropped, ulong CommandsSent, ulong MarksWritten, ulong CopyReads) -> void
Kiln.CreaturesStatus.Deconstruct(out bool Slots, out bool AiHooks, out bool ReadyBit, out bool Arsenals, out bool Reflection, out bool Commands, out bool Marks, out bool LabReady, out int Catalog, out int CatalogLoaded, out int EngineCreaturesMissing, out int ArsenalCount, out int Entities, out int Layers, out int PrivateCopies, out int PendingFree, out ulong StateChanges, out ulong EventsDelivered, out ulong EventsDropped, out ulong CommandsSent, out ulong MarksWritten, out ulong CopyReads) -> void
Kiln.CreaturesStatus.EngineCreaturesMissing.get -> int
Kiln.CreaturesStatus.EngineCreaturesMissing.init -> void
Kiln.CreaturesStatus.Entities.get -> int
Kiln.CreaturesStatus.Entities.init -> void
Kiln.CreaturesStatus.Equals(Kiln.CreaturesStatus? other) -> bool
Kiln.CreaturesStatus.EventsDelivered.get -> ulong
Kiln.CreaturesStatus.EventsDelivered.init -> void
Kiln.CreaturesStatus.EventsDropped.get -> ulong
Kiln.CreaturesStatus.EventsDropped.init -> void
Kiln.CreaturesStatus.LabReady.get -> bool
Kiln.CreaturesStatus.LabReady.init -> void
Kiln.CreaturesStatus.Layers.get -> int
Kiln.CreaturesStatus.Layers.init -> void
Kiln.CreaturesStatus.Marks.get -> bool
Kiln.CreaturesStatus.Marks.init -> void
Kiln.CreaturesStatus.MarksWritten.get -> ulong
Kiln.CreaturesStatus.MarksWritten.init -> void
Kiln.CreaturesStatus.PendingFree.get -> int
Kiln.CreaturesStatus.PendingFree.init -> void
Kiln.CreaturesStatus.PrivateCopies.get -> int
Kiln.CreaturesStatus.PrivateCopies.init -> void
Kiln.CreaturesStatus.ReadyBit.get -> bool
Kiln.CreaturesStatus.ReadyBit.init -> void
Kiln.CreaturesStatus.Reflection.get -> bool
Kiln.CreaturesStatus.Reflection.init -> void
Kiln.CreaturesStatus.Slots.get -> bool
Kiln.CreaturesStatus.Slots.init -> void
Kiln.CreaturesStatus.StateChanges.get -> ulong
Kiln.CreaturesStatus.StateChanges.init -> void
Kiln.DamageKind
Kiln.DamageKind.All = 0 -> Kiln.DamageKind
Kiln.DamageKind.Blunt = 4 -> Kiln.DamageKind
Kiln.DamageKind.Cut = 2 -> Kiln.DamageKind
Kiln.DamageKind.Explosion = 9 -> Kiln.DamageKind
Kiln.DamageKind.Fire = 15 -> Kiln.DamageKind
Kiln.DamageKind.Fog = 16 -> Kiln.DamageKind
Kiln.DamageKind.Ice = 17 -> Kiln.DamageKind
Kiln.DamageKind.Lightning = 18 -> Kiln.DamageKind
Kiln.DamageKind.Magical = 11 -> Kiln.DamageKind
Kiln.DamageKind.MagicalAdder = 13 -> Kiln.DamageKind
Kiln.DamageKind.MagicalBase = 12 -> Kiln.DamageKind
Kiln.DamageKind.MagicalMultiplier = 14 -> Kiln.DamageKind
Kiln.DamageKind.Metal = 7 -> Kiln.DamageKind
Kiln.DamageKind.Physical = 1 -> Kiln.DamageKind
Kiln.DamageKind.Pierce = 3 -> Kiln.DamageKind
Kiln.DamageKind.Poison = 8 -> Kiln.DamageKind
Kiln.DamageKind.SkillShot = 10 -> Kiln.DamageKind
Kiln.DamageKind.Stone = 6 -> Kiln.DamageKind
Kiln.DamageKind.Wood = 5 -> Kiln.DamageKind
Kiln.EnemyFeatures
Kiln.EnemyFeatures.Awareness = 33554432 -> Kiln.EnemyFeatures
Kiln.EnemyFeatures.BlockProjectiles = 262144 -> Kiln.EnemyFeatures
Kiln.EnemyFeatures.CallForHelp = 32768 -> Kiln.EnemyFeatures
Kiln.EnemyFeatures.Circling = 8388608 -> Kiln.EnemyFeatures
Kiln.EnemyFeatures.Combat = 4096 -> Kiln.EnemyFeatures
Kiln.EnemyFeatures.FleeHome = 2048 -> Kiln.EnemyFeatures
Kiln.EnemyFeatures.IdleTurn = 131072 -> Kiln.EnemyFeatures
Kiln.EnemyFeatures.Interact = 8192 -> Kiln.EnemyFeatures
Kiln.EnemyFeatures.Investigate = 67108864 -> Kiln.EnemyFeatures
Kiln.EnemyFeatures.Move = 8 -> Kiln.EnemyFeatures
Kiln.EnemyFeatures.MoveToMarker = 1048576 -> Kiln.EnemyFeatures
Kiln.EnemyFeatures.None = 0 -> Kiln.EnemyFeatures
Kiln.EnemyFeatures.Patrol = 128 -> Kiln.EnemyFeatures
Kiln.EnemyFeatures.Prowl = 16 -> Kiln.EnemyFeatures
Kiln.EnemyFeatures.ReturnHome = 1024 -> Kiln.EnemyFeatures
Kiln.EnemyFeatures.Roaming = 256 -> Kiln.EnemyFeatures
Kiln.EnemyFeatures.Rotate = 32 -> Kiln.EnemyFeatures
Kiln.EnemyFeatures.RotateWhileStanding = 64 -> Kiln.EnemyFeatures
Kiln.EnemyFeatures.Run = 65536 -> Kiln.EnemyFeatures
Kiln.EnemyFeatures.RunAround = 4194304 -> Kiln.EnemyFeatures
Kiln.EnemyFeatures.SearchForCover = 524288 -> Kiln.EnemyFeatures
Kiln.EnemyFeatures.ShowSpawnSequence = 512 -> Kiln.EnemyFeatures
Kiln.EnemyFeatures.Sleep = 2097152 -> Kiln.EnemyFeatures
Kiln.EnemyFeatures.StunnedState = 16777216 -> Kiln.EnemyFeatures
Kiln.EnemyFeatures.TriggerAlarm = 16384 -> Kiln.EnemyFeatures
Kiln.EnemyFeatures.UseBlocking = 4 -> Kiln.EnemyFeatures
Kiln.EnemyFeatures.UseTaunt = 1 -> Kiln.EnemyFeatures
Kiln.EnemyFeatures.UseThreatSystem = 2 -> Kiln.EnemyFeatures
Kiln.EnemyState
Kiln.EnemyState.AvoidWater = 27 -> Kiln.EnemyState
Kiln.EnemyState.BlockProjectile = 23 -> Kiln.EnemyState
Kiln.EnemyState.Circling = 26 -> Kiln.EnemyState
Kiln.EnemyState.Combat = 6 -> Kiln.EnemyState
Kiln.EnemyState.ControlledByAttack = 14 -> Kiln.EnemyState
Kiln.EnemyState.Dead = 3 -> Kiln.EnemyState
Kiln.EnemyState.Falling = 18 -> Kiln.EnemyState
Kiln.EnemyState.Flee = 16 -> Kiln.EnemyState
Kiln.EnemyState.FleeHome = 8 -> Kiln.EnemyState
Kiln.EnemyState.Guard = 20 -> Kiln.EnemyState
Kiln.EnemyState.Hit = 19 -> Kiln.EnemyState
Kiln.EnemyState.Idle = 2 -> Kiln.EnemyState
Kiln.EnemyState.Interact = 21 -> Kiln.EnemyState
Kiln.EnemyState.Invalid = 0 -> Kiln.EnemyState
Kiln.EnemyState.Investigate = 5 -> Kiln.EnemyState
Kiln.EnemyState.Landing = 22 -> Kiln.EnemyState
Kiln.EnemyState.MoveToMarker = 24 -> Kiln.EnemyState
Kiln.EnemyState.Patrol = 11 -> Kiln.EnemyState
Kiln.EnemyState.ReactToNoise = 10 -> Kiln.EnemyState
Kiln.EnemyState.ReturnHome = 7 -> Kiln.EnemyState
Kiln.EnemyState.Revive = 28 -> Kiln.EnemyState
Kiln.EnemyState.Roaming = 15 -> Kiln.EnemyState
Kiln.EnemyState.Sleep = 25 -> Kiln.EnemyState
Kiln.EnemyState.Spawning = 4 -> Kiln.EnemyState
Kiln.EnemyState.Start = 1 -> Kiln.EnemyState
Kiln.EnemyState.Stunned = 29 -> Kiln.EnemyState
Kiln.EnemyState.TurnAfterPatrol = 12 -> Kiln.EnemyState
Kiln.EnemyState.WaitAfterFlee = 17 -> Kiln.EnemyState
Kiln.EnemyState.WaitAfterPatrol = 13 -> Kiln.EnemyState
Kiln.EnemyState.WaitAtHome = 9 -> Kiln.EnemyState
Kiln.Faction
Kiln.Faction.Ancients = 15 -> Kiln.Faction
Kiln.Faction.AutomatedPlayer = 8 -> Kiln.Faction
Kiln.Faction.Cyclops = 13 -> Kiln.Faction
Kiln.Faction.Drak = 14 -> Kiln.Faction
Kiln.Faction.Environment = 0 -> Kiln.Faction
Kiln.Faction.FarmAnimal = 12 -> Kiln.Faction
Kiln.Faction.Fogger = 2 -> Kiln.Faction
Kiln.Faction.HitAll = 1 -> Kiln.Faction
Kiln.Faction.HitOthers = 9 -> Kiln.Faction
Kiln.Faction.None = 255 -> Kiln.Faction
Kiln.Faction.Player = 7 -> Kiln.Faction
Kiln.Faction.PlayerAlly = 11 -> Kiln.Faction
Kiln.Faction.Scavenger = 4 -> Kiln.Faction
Kiln.Faction.Skeleton = 10 -> Kiln.Faction
Kiln.Faction.Vukah = 3 -> Kiln.Faction
Kiln.Faction.WildBeast = 6 -> Kiln.Faction
Kiln.Faction.Wildlife = 5 -> Kiln.Faction
Kiln.GuardOptions
Kiln.GuardOptions.<Clone>$() -> Kiln.GuardOptions!
Kiln.GuardOptions.Assist.get -> bool
Kiln.GuardOptions.Assist.init -> void
Kiln.GuardOptions.CatchUpDistance.get -> double
Kiln.GuardOptions.CatchUpDistance.init -> void
Kiln.GuardOptions.Defend.get -> bool
Kiln.GuardOptions.Defend.init -> void
Kiln.GuardOptions.Equals(Kiln.GuardOptions? other) -> bool
Kiln.GuardOptions.Focus.get -> bool
Kiln.GuardOptions.Focus.init -> void
Kiln.GuardOptions.GuardOptions() -> void
Kiln.GuardOptions.HomeFollows.get -> bool
Kiln.GuardOptions.HomeFollows.init -> void
Kiln.GuardOptions.Keep.get -> bool
Kiln.GuardOptions.Keep.init -> void
Kiln.GuardOptions.StuckSeconds.get -> double
Kiln.GuardOptions.StuckSeconds.init -> void
Kiln.GuardOptions.Threat.get -> float
Kiln.GuardOptions.Threat.init -> void
Kiln.GuardOrder
Kiln.GuardOrder.<Clone>$() -> Kiln.GuardOrder!
Kiln.GuardOrder.CatchUps.get -> int
Kiln.GuardOrder.Deconstruct(out Kiln.EntityId Guard, out Kiln.EntityId Target, out Kiln.GuardOptions! Options, out string! Owner) -> void
Kiln.GuardOrder.Equals(Kiln.GuardOrder? other) -> bool
Kiln.GuardOrder.Guard.get -> Kiln.EntityId
Kiln.GuardOrder.Guard.init -> void
Kiln.GuardOrder.GuardOrder(Kiln.EntityId Guard, Kiln.EntityId Target, Kiln.GuardOptions! Options, string! Owner) -> void
Kiln.GuardOrder.Options.get -> Kiln.GuardOptions!
Kiln.GuardOrder.Options.init -> void
Kiln.GuardOrder.Owner.get -> string!
Kiln.GuardOrder.Owner.init -> void
Kiln.GuardOrder.Resent.get -> int
Kiln.GuardOrder.Target.get -> Kiln.EntityId
Kiln.GuardOrder.Target.init -> void
Kiln.GuardOrder.ThreatsSent.get -> int
Kiln.Is
Kiln.NpcView
Kiln.NpcView.Creature.get -> Kiln.CreatureRef
Kiln.NpcView.Entity.get -> Kiln.EntityId
Kiln.NpcView.Health.get -> int
Kiln.NpcView.HealthFraction.get -> double
Kiln.NpcView.HealthMax.get -> int
Kiln.NpcView.InPhase(string! name) -> bool
Kiln.NpcView.Info.get -> Kiln.CreatureInfo?
Kiln.NpcView.Position.get -> Kiln.WorldPosition?
Kiln.NpcView.State.get -> Kiln.EnemyState
Kiln.NpcView.Target.get -> Kiln.EntityId
Kiln.NpcView.TargetDistance.get -> double?
Kiln.RuleAction
Kiln.RuleAction.ToJson() -> string!
Kiln.RuleCondition
Kiln.RuleCondition.Not() -> Kiln.RuleCondition!
Kiln.RuleCondition.ToJson() -> string!
Kiln.RuleIds
Kiln.RuleMode
Kiln.RuleMode.OnEndAttack = 4 -> Kiln.RuleMode
Kiln.RuleMode.OnEnter = 1 -> Kiln.RuleMode
Kiln.RuleMode.OnEnterState = 5 -> Kiln.RuleMode
Kiln.RuleMode.OnExit = 2 -> Kiln.RuleMode
Kiln.RuleMode.OnExitState = 6 -> Kiln.RuleMode
Kiln.RuleMode.OnStartAttack = 3 -> Kiln.RuleMode
Kiln.RuleMode.OnUpdate = 0 -> Kiln.RuleMode
Kiln.RulesStatus
Kiln.RulesStatus.<Clone>$() -> Kiln.RulesStatus!
Kiln.RulesStatus.Actions.get -> ulong
Kiln.RulesStatus.Actions.init -> void
Kiln.RulesStatus.ActionsDropped.get -> ulong
Kiln.RulesStatus.ActionsDropped.init -> void
Kiln.RulesStatus.AiOff.get -> int
Kiln.RulesStatus.AiOff.init -> void
Kiln.RulesStatus.AiSwitch.get -> bool
Kiln.RulesStatus.AiSwitch.init -> void
Kiln.RulesStatus.Arsenals.get -> int
Kiln.RulesStatus.Arsenals.init -> void
Kiln.RulesStatus.AttackHooks.get -> bool
Kiln.RulesStatus.AttackHooks.init -> void
Kiln.RulesStatus.Attacks.get -> bool
Kiln.RulesStatus.Attacks.init -> void
Kiln.RulesStatus.Constraints.get -> ulong
Kiln.RulesStatus.Constraints.init -> void
Kiln.RulesStatus.ConstraintsTrue.get -> ulong
Kiln.RulesStatus.ConstraintsTrue.init -> void
Kiln.RulesStatus.Deconstruct(out bool Writer, out bool Dispatcher, out bool Attacks, out bool AiSwitch, out bool RuleHooks, out bool AttackHooks, out int Arsenals, out int Tracked, out int Overrides, out int AiOff, out int MapCapacity, out int MapCount, out ulong Constraints, out ulong ConstraintsTrue, out ulong Actions, out ulong ActionsDropped, out ulong Selects, out ulong SelectsForced, out ulong SelectsFiltered, out ulong PicksWaiting, out ulong FollowupsRefused, out ulong Starts, out ulong StartsOffOverride, out ulong SequencesRefused, out ulong PreNs, out ulong PreCalls, out ulong JobTicks, out ulong JobCalls, out ulong JobTickHz) -> void
Kiln.RulesStatus.Dispatcher.get -> bool
Kiln.RulesStatus.Dispatcher.init -> void
Kiln.RulesStatus.Equals(Kiln.RulesStatus? other) -> bool
Kiln.RulesStatus.FollowupsRefused.get -> ulong
Kiln.RulesStatus.FollowupsRefused.init -> void
Kiln.RulesStatus.JobCalls.get -> ulong
Kiln.RulesStatus.JobCalls.init -> void
Kiln.RulesStatus.JobTickHz.get -> ulong
Kiln.RulesStatus.JobTickHz.init -> void
Kiln.RulesStatus.JobTicks.get -> ulong
Kiln.RulesStatus.JobTicks.init -> void
Kiln.RulesStatus.MapCapacity.get -> int
Kiln.RulesStatus.MapCapacity.init -> void
Kiln.RulesStatus.MapCount.get -> int
Kiln.RulesStatus.MapCount.init -> void
Kiln.RulesStatus.Overrides.get -> int
Kiln.RulesStatus.Overrides.init -> void
Kiln.RulesStatus.PicksWaiting.get -> ulong
Kiln.RulesStatus.PicksWaiting.init -> void
Kiln.RulesStatus.PreCalls.get -> ulong
Kiln.RulesStatus.PreCalls.init -> void
Kiln.RulesStatus.PreNs.get -> ulong
Kiln.RulesStatus.PreNs.init -> void
Kiln.RulesStatus.RuleHooks.get -> bool
Kiln.RulesStatus.RuleHooks.init -> void
Kiln.RulesStatus.RulesStatus(bool Writer, bool Dispatcher, bool Attacks, bool AiSwitch, bool RuleHooks, bool AttackHooks, int Arsenals, int Tracked, int Overrides, int AiOff, int MapCapacity, int MapCount, ulong Constraints, ulong ConstraintsTrue, ulong Actions, ulong ActionsDropped, ulong Selects, ulong SelectsForced, ulong SelectsFiltered, ulong PicksWaiting, ulong FollowupsRefused, ulong Starts, ulong StartsOffOverride, ulong SequencesRefused, ulong PreNs, ulong PreCalls, ulong JobTicks, ulong JobCalls, ulong JobTickHz) -> void
Kiln.RulesStatus.Selects.get -> ulong
Kiln.RulesStatus.Selects.init -> void
Kiln.RulesStatus.SelectsFiltered.get -> ulong
Kiln.RulesStatus.SelectsFiltered.init -> void
Kiln.RulesStatus.SelectsForced.get -> ulong
Kiln.RulesStatus.SelectsForced.init -> void
Kiln.RulesStatus.SequencesRefused.get -> ulong
Kiln.RulesStatus.SequencesRefused.init -> void
Kiln.RulesStatus.Starts.get -> ulong
Kiln.RulesStatus.Starts.init -> void
Kiln.RulesStatus.StartsOffOverride.get -> ulong
Kiln.RulesStatus.StartsOffOverride.init -> void
Kiln.RulesStatus.Tracked.get -> int
Kiln.RulesStatus.Tracked.init -> void
Kiln.RulesStatus.Writer.get -> bool
Kiln.RulesStatus.Writer.init -> void
Kiln.StateCondition
Kiln.StateCondition.CanMoveToMarker = 26 -> Kiln.StateCondition
Kiln.StateCondition.Death = 0 -> Kiln.StateCondition
Kiln.StateCondition.HasBeenHit = 18 -> Kiln.StateCondition
Kiln.StateCondition.HasBeenHitRecently = 19 -> Kiln.StateCondition
Kiln.StateCondition.HasReachedHighAwarenessState = 10 -> Kiln.StateCondition
Kiln.StateCondition.HasReachedLowAwarenessState = 9 -> Kiln.StateCondition
Kiln.StateCondition.HasReachedNoAwarenessState = 8 -> Kiln.StateCondition
Kiln.StateCondition.HitReaction = 22 -> Kiln.StateCondition
Kiln.StateCondition.IsControlledByAttack = 14 -> Kiln.StateCondition
Kiln.StateCondition.IsExhausted = 30 -> Kiln.StateCondition
Kiln.StateCondition.IsFalling = 21 -> Kiln.StateCondition
Kiln.StateCondition.IsFinished = 3 -> Kiln.StateCondition
Kiln.StateCondition.IsHelpingEnemy = 31 -> Kiln.StateCondition
Kiln.StateCondition.IsReadyForCircling = 16 -> Kiln.StateCondition
Kiln.StateCondition.IsReadyForRoaming = 15 -> Kiln.StateCondition
Kiln.StateCondition.IsReadyToInteract = 12 -> Kiln.StateCondition
Kiln.StateCondition.IsReadyToPatrol = 11 -> Kiln.StateCondition
Kiln.StateCondition.IsReadyToTriggerAlarm = 13 -> Kiln.StateCondition
Kiln.StateCondition.NeedsToGuard = 23 -> Kiln.StateCondition
Kiln.StateCondition.NeedsToInvestigate = 32 -> Kiln.StateCondition
Kiln.StateCondition.NeedsToTurn = 25 -> Kiln.StateCondition
Kiln.StateCondition.NoiseHeard = 6 -> Kiln.StateCondition
Kiln.StateCondition.ProjectileHeard = 7 -> Kiln.StateCondition
Kiln.StateCondition.Revive = 29 -> Kiln.StateCondition
Kiln.StateCondition.TargetLost = 2 -> Kiln.StateCondition
Kiln.StateCondition.TargetOutsideLeash = 5 -> Kiln.StateCondition
Kiln.StateCondition.TargetSelected = 1 -> Kiln.StateCondition
Kiln.StateCondition.TargetUnreachable = 4 -> Kiln.StateCondition
Kiln.StateCondition.Unknown = 255 -> Kiln.StateCondition
Kiln.StateCondition.WantsToAvoidWater = 28 -> Kiln.StateCondition
Kiln.StateCondition.WantsToFlee = 17 -> Kiln.StateCondition
Kiln.StateCondition.WantsToLand = 24 -> Kiln.StateCondition
Kiln.StateCondition.WantsToSleep = 27 -> Kiln.StateCondition
Kiln.StateCondition.WasHookshotTargetRecently = 20 -> Kiln.StateCondition
Kiln.Villager
Kiln.Villager.Entity.get -> Kiln.EntityId
Kiln.Villager.Follow(Kiln.EntityId target, double distance = 4, double catchUp = 40) -> void
Kiln.Villager.GoTo(Kiln.WorldPosition target) -> void
Kiln.Villager.IsFollowing.get -> bool
Kiln.Villager.NpcId.get -> uint
Kiln.Villager.Position.get -> Kiln.WorldPosition?
Kiln.Villager.State.get -> Kiln.VillagerState
Kiln.Villager.Stay() -> void
Kiln.Villager.StopFollowing() -> void
Kiln.Villager.Teleport(Kiln.WorldPosition at, float yawDegrees = 0) -> void
Kiln.VillagerState
Kiln.VillagerState.AvoidBuildingCursor = 14 -> Kiln.VillagerState
Kiln.VillagerState.AvoidWater = 15 -> Kiln.VillagerState
Kiln.VillagerState.DecideTask = 4 -> Kiln.VillagerState
Kiln.VillagerState.Eating = 12 -> Kiln.VillagerState
Kiln.VillagerState.FindBed = 2 -> Kiln.VillagerState
Kiln.VillagerState.FindTarget = 5 -> Kiln.VillagerState
Kiln.VillagerState.FinishTask = 17 -> Kiln.VillagerState
Kiln.VillagerState.GoToTarget = 6 -> Kiln.VillagerState
Kiln.VillagerState.Idle = 3 -> Kiln.VillagerState
Kiln.VillagerState.InsideWater = 16 -> Kiln.VillagerState
Kiln.VillagerState.Interacting = 10 -> Kiln.VillagerState
Kiln.VillagerState.Invalid = 0 -> Kiln.VillagerState
Kiln.VillagerState.NpcSocializing = 11 -> Kiln.VillagerState
Kiln.VillagerState.Roam = 7 -> Kiln.VillagerState
Kiln.VillagerState.Sitting = 9 -> Kiln.VillagerState
Kiln.VillagerState.Sleep = 8 -> Kiln.VillagerState
Kiln.VillagerState.Start = 1 -> Kiln.VillagerState
Kiln.VillagerState.WaitingCloseToPlayer = 13 -> Kiln.VillagerState
Kiln.VillagerStateEvent
Kiln.VillagerStateEvent.Entity.get -> Kiln.EntityId
Kiln.VillagerStateEvent.From.get -> Kiln.VillagerState
Kiln.VillagerStateEvent.NpcId.get -> uint
Kiln.VillagerStateEvent.To.get -> Kiln.VillagerState
Kiln.Villagers
override Kiln.ArsenalInfo.Attack.Equals(object? obj) -> bool
override Kiln.ArsenalInfo.Attack.GetHashCode() -> int
override Kiln.ArsenalInfo.Attack.ToString() -> string!
override Kiln.ArsenalInfo.Equals(object? obj) -> bool
override Kiln.ArsenalInfo.GetHashCode() -> int
override Kiln.ArsenalInfo.Rule.Equals(object? obj) -> bool
override Kiln.ArsenalInfo.Rule.GetHashCode() -> int
override Kiln.ArsenalInfo.Rule.ToString() -> string!
override Kiln.ArsenalInfo.ToString() -> string!
override Kiln.CreatureInfo.Equals(object? obj) -> bool
override Kiln.CreatureInfo.GetHashCode() -> int
override Kiln.CreatureInfo.ToString() -> string!
override Kiln.CreatureRef.ToString() -> string!
override Kiln.CreatureSpawnRule.Equals(object? obj) -> bool
override Kiln.CreatureSpawnRule.GetHashCode() -> int
override Kiln.CreatureSpawnRule.ToString() -> string!
override Kiln.CreatureTemplate.Equals(object? obj) -> bool
override Kiln.CreatureTemplate.GetHashCode() -> int
override Kiln.CreatureTemplate.ToString() -> string!
override Kiln.CreatureVariant.ToString() -> string!
override Kiln.CreaturesPackReport.Equals(object? obj) -> bool
override Kiln.CreaturesPackReport.GetHashCode() -> int
override Kiln.CreaturesPackReport.ToString() -> string!
override Kiln.CreaturesStatus.Equals(object? obj) -> bool
override Kiln.CreaturesStatus.GetHashCode() -> int
override Kiln.CreaturesStatus.ToString() -> string!
override Kiln.GuardOptions.Equals(object? obj) -> bool
override Kiln.GuardOptions.GetHashCode() -> int
override Kiln.GuardOptions.ToString() -> string!
override Kiln.GuardOrder.Equals(object? obj) -> bool
override Kiln.GuardOrder.GetHashCode() -> int
override Kiln.GuardOrder.ToString() -> string!
override Kiln.RulesStatus.Equals(object? obj) -> bool
override Kiln.RulesStatus.GetHashCode() -> int
override Kiln.RulesStatus.ToString() -> string!
override Kiln.Villager.ToString() -> string!
override Kiln.VillagerStateEvent.ToString() -> string!
static Kiln.Act.Attack(System.Guid attack) -> Kiln.RuleAction!
static Kiln.Act.Attack(string! name) -> Kiln.RuleAction!
static Kiln.Act.Custom(System.Action<Kiln.NpcView!>! run) -> Kiln.RuleAction!
static Kiln.Act.Game(string! type, params (string! Field, object? Value)[]! fields) -> Kiln.RuleAction!
static Kiln.Act.Job(uint id, uint arg = 0) -> Kiln.RuleAction!
static Kiln.Act.Named(string! name) -> Kiln.RuleAction!
static Kiln.Act.SetPhase(System.Guid phase) -> Kiln.RuleAction!
static Kiln.Act.SetPhase(string! name) -> Kiln.RuleAction!
static Kiln.ArsenalInfo.Attack.operator !=(Kiln.ArsenalInfo.Attack? left, Kiln.ArsenalInfo.Attack? right) -> bool
static Kiln.ArsenalInfo.Attack.operator ==(Kiln.ArsenalInfo.Attack? left, Kiln.ArsenalInfo.Attack? right) -> bool
static Kiln.ArsenalInfo.Rule.operator !=(Kiln.ArsenalInfo.Rule? left, Kiln.ArsenalInfo.Rule? right) -> bool
static Kiln.ArsenalInfo.Rule.operator ==(Kiln.ArsenalInfo.Rule? left, Kiln.ArsenalInfo.Rule? right) -> bool
static Kiln.ArsenalInfo.operator !=(Kiln.ArsenalInfo? left, Kiln.ArsenalInfo? right) -> bool
static Kiln.ArsenalInfo.operator ==(Kiln.ArsenalInfo? left, Kiln.ArsenalInfo? right) -> bool
static Kiln.Arsenals.Action(string! name, System.Action<Kiln.NpcView!>! run) -> void
static Kiln.Arsenals.Available.get -> bool
static Kiln.Arsenals.Condition(string! name, System.Func<Kiln.NpcView!, bool>! check, double every = 1) -> void
static Kiln.Arsenals.ConditionStats(Kiln.RuleCondition! condition) -> (ulong Evaluated, ulong True)
static Kiln.Arsenals.Define(string! name, Kiln.ArsenalSpec! spec) -> Kiln.ArsenalHandle!
static Kiln.Arsenals.Extend(System.Guid arsenal, Kiln.ArsenalSpec! spec) -> Kiln.ArsenalHandle!
static Kiln.Arsenals.Extend(string! template, Kiln.ArsenalSpec! spec) -> Kiln.ArsenalHandle!
static Kiln.Arsenals.Info(System.Guid id) -> Kiln.ArsenalInfo?
static Kiln.Arsenals.JobHandler(uint id, nint function, nint user = 0) -> void
static Kiln.Arsenals.OfTemplate(string! template) -> System.Guid?
static Kiln.Arsenals.PumpCost.get -> (double Milliseconds, long Pumps)
static Kiln.Arsenals.Refresh() -> int
static Kiln.Arsenals.SelfTest() -> (int Checked, int Bad)
static Kiln.Arsenals.Status.get -> Kiln.RulesStatus?
static Kiln.Arsenals.Timing.set -> void
static Kiln.CreatureAdminCommands.Register() -> Kiln.CommandRegistration!
static Kiln.CreatureInfo.operator !=(Kiln.CreatureInfo? left, Kiln.CreatureInfo? right) -> bool
static Kiln.CreatureInfo.operator ==(Kiln.CreatureInfo? left, Kiln.CreatureInfo? right) -> bool
static Kiln.CreatureSpawnRule.operator !=(Kiln.CreatureSpawnRule? left, Kiln.CreatureSpawnRule? right) -> bool
static Kiln.CreatureSpawnRule.operator ==(Kiln.CreatureSpawnRule? left, Kiln.CreatureSpawnRule? right) -> bool
static Kiln.CreatureTemplate.operator !=(Kiln.CreatureTemplate? left, Kiln.CreatureTemplate? right) -> bool
static Kiln.CreatureTemplate.operator ==(Kiln.CreatureTemplate? left, Kiln.CreatureTemplate? right) -> bool
static Kiln.CreatureVariants.AddSpawnRule(Kiln.CreatureSpawnRule! rule) -> System.IDisposable!
static Kiln.CreatureVariants.All.get -> System.Collections.Generic.IReadOnlyList<Kiln.CreatureVariant!>!
static Kiln.CreatureVariants.Apply(Kiln.EntityId entity, string! variantId) -> System.Collections.Generic.IReadOnlyList<string!>!
static Kiln.CreatureVariants.Get(string! id) -> Kiln.CreatureVariant?
static Kiln.CreatureVariants.Of(Kiln.EntityId entity) -> Kiln.CreatureVariant?
static Kiln.CreatureVariants.Register(Kiln.CreatureVariant! variant) -> System.IDisposable!
static Kiln.CreatureVariants.SpawnRules.get -> System.Collections.Generic.IReadOnlyList<Kiln.CreatureSpawnRule!>!
static Kiln.Creatures.AiFields(string! component = "Enemy01BehaviorState") -> string!
static Kiln.Creatures.ApplyJson(string! sectionJson, string! owner, string! source = "") -> Kiln.CreaturesPackReport!
static Kiln.Creatures.Available.get -> bool
static Kiln.Creatures.GuardOrders.get -> System.Collections.Generic.IReadOnlyList<Kiln.GuardOrder!>!
static Kiln.Creatures.Near(Kiln.WorldPosition center, double radius, Kiln.CreatureKind? kind = null) -> System.Collections.Generic.IReadOnlyList<Kiln.EntityId>!
static Kiln.Creatures.Of(Kiln.EntityId entity) -> Kiln.CreatureRef
static Kiln.Creatures.RefreshCopies(Kiln.EntityId entity = default(Kiln.EntityId)) -> int
static Kiln.Creatures.RevertJson(string! owner, string? source = null) -> int
static Kiln.Creatures.Spawn(string! variantOrTemplate, Kiln.WorldPosition position, float yawDegrees = 0, Kiln.CreatureSpawnOptions? options = null) -> System.Threading.Tasks.Task<Kiln.EntityId>!
static Kiln.Creatures.Status.get -> Kiln.CreaturesStatus?
static Kiln.Creatures.Template(System.Guid id) -> Kiln.CreatureTemplate?
static Kiln.Creatures.Template(string! nameOrGuid) -> Kiln.CreatureTemplate?
static Kiln.Creatures.Templates.get -> System.Collections.Generic.IReadOnlyList<Kiln.CreatureTemplate!>!
static Kiln.CreaturesPackReport.operator !=(Kiln.CreaturesPackReport? left, Kiln.CreaturesPackReport? right) -> bool
static Kiln.CreaturesPackReport.operator ==(Kiln.CreaturesPackReport? left, Kiln.CreaturesPackReport? right) -> bool
static Kiln.CreaturesStatus.operator !=(Kiln.CreaturesStatus? left, Kiln.CreaturesStatus? right) -> bool
static Kiln.CreaturesStatus.operator ==(Kiln.CreaturesStatus? left, Kiln.CreaturesStatus? right) -> bool
static Kiln.GuardOptions.operator !=(Kiln.GuardOptions? left, Kiln.GuardOptions? right) -> bool
static Kiln.GuardOptions.operator ==(Kiln.GuardOptions? left, Kiln.GuardOptions? right) -> bool
static Kiln.GuardOrder.operator !=(Kiln.GuardOrder? left, Kiln.GuardOrder? right) -> bool
static Kiln.GuardOrder.operator ==(Kiln.GuardOrder? left, Kiln.GuardOrder? right) -> bool
static Kiln.Is.Custom(System.Func<Kiln.NpcView!, bool>! check, double every = 1) -> Kiln.RuleCondition!
static Kiln.Is.Day.get -> Kiln.RuleCondition!
static Kiln.Is.Game(string! type, params (string! Field, object? Value)[]! fields) -> Kiln.RuleCondition!
static Kiln.Is.HasBuff(System.Guid buff) -> Kiln.RuleCondition!
static Kiln.Is.HealthAbove(double fraction) -> Kiln.RuleCondition!
static Kiln.Is.HealthBelow(double fraction) -> Kiln.RuleCondition!
static Kiln.Is.InPhase(System.Guid phase) -> Kiln.RuleCondition!
static Kiln.Is.InPhase(string! name) -> Kiln.RuleCondition!
static Kiln.Is.Job(uint id, uint arg = 0) -> Kiln.RuleCondition!
static Kiln.Is.Named(string! name) -> Kiln.RuleCondition!
static Kiln.Is.Night.get -> Kiln.RuleCondition!
static Kiln.Is.TargetBetween(double min, double max) -> Kiln.RuleCondition!
static Kiln.Is.TargetBeyond(double metres) -> Kiln.RuleCondition!
static Kiln.Is.TargetWithin(double metres) -> Kiln.RuleCondition!
static Kiln.Is.TimeBetween(double from, double to) -> Kiln.RuleCondition!
static Kiln.RuleIds.Attack(string! name) -> System.Guid
static Kiln.RuleIds.Derive(string! mod, string! kind, string! name) -> System.Guid
static Kiln.RuleIds.Fnv(System.Guid g) -> uint
static Kiln.RuleIds.Phase(string! name) -> System.Guid
static Kiln.RulesStatus.operator !=(Kiln.RulesStatus? left, Kiln.RulesStatus? right) -> bool
static Kiln.RulesStatus.operator ==(Kiln.RulesStatus? left, Kiln.RulesStatus? right) -> bool
static Kiln.Villagers.Available.get -> bool
static Kiln.Villagers.Find(System.Guid template) -> Kiln.Villager?
static Kiln.Villagers.List() -> System.Collections.Generic.IReadOnlyList<Kiln.Villager!>!
static Kiln.Villagers.NpcIdOf(System.Guid template) -> uint
static Kiln.Villagers.Of(Kiln.EntityId entity) -> Kiln.Villager?
static Kiln.Villagers.Watch(Kiln.EntityId entity) -> void
static readonly Kiln.GuardOptions.Default -> Kiln.GuardOptions!
static readonly Kiln.GuardOptions.EventOnly -> Kiln.GuardOptions!
