#nullable enable
Kiln.Boss
Kiln.Boss.<Clone>$() -> Kiln.Boss!
Kiln.Boss.Boss(string! Id, string! Template, string? Spawner, uint NameTag, Kiln.WorldPosition Position, Kiln.ProgressFact? Kill) -> void
Kiln.Boss.Deconstruct(out string! Id, out string! Template, out string? Spawner, out uint NameTag, out Kiln.WorldPosition Position, out Kiln.ProgressFact? Kill) -> void
Kiln.Boss.Equals(Kiln.Boss? other) -> bool
Kiln.Boss.Id.get -> string!
Kiln.Boss.Id.init -> void
Kiln.Boss.Kill.get -> Kiln.ProgressFact?
Kiln.Boss.Kill.init -> void
Kiln.Boss.Killed.get -> bool?
Kiln.Boss.KilledBy(Kiln.Player! player) -> bool?
Kiln.Boss.NameTag.get -> uint
Kiln.Boss.NameTag.init -> void
Kiln.Boss.Position.get -> Kiln.WorldPosition
Kiln.Boss.Position.init -> void
Kiln.Boss.Spawner.get -> string?
Kiln.Boss.Spawner.init -> void
Kiln.Boss.Template.get -> string!
Kiln.Boss.Template.init -> void
Kiln.Boss.Tracked.get -> bool
Kiln.BossKilledEvent
Kiln.BossKilledEvent.Boss.get -> Kiln.Boss?
Kiln.BossKilledEvent.Entity.get -> Kiln.EntityId
Kiln.BossKilledEvent.Killer.get -> Kiln.EntityId
Kiln.BossKilledEvent.KillerPlayer.get -> Kiln.Player?
Kiln.BossKilledEvent.Position.get -> Kiln.WorldPosition?
Kiln.BossKilledEvent.Recorded.get -> bool
Kiln.BossKilledEvent.Step.get -> ulong
Kiln.BossKilledEvent.Template.get -> string?
Kiln.CharacterProgress
Kiln.CharacterProgress.BossesKilled.get -> System.Collections.Generic.IReadOnlyList<Kiln.Boss!>!
Kiln.CharacterProgress.ObelisksRead.get -> System.Collections.Generic.IReadOnlyList<Kiln.Obelisk!>!
Kiln.CharacterProgress.Player.get -> Kiln.EntityId
Kiln.CharacterProgress.Quests.get -> Kiln.QuestLog!
Kiln.CharacterProgress.RootsDestroyed.get -> System.Collections.Generic.IReadOnlyList<Kiln.ShroudRoot!>!
Kiln.CharacterProgress.ShrinesFound.get -> System.Collections.Generic.IReadOnlyList<Kiln.FlameShrine!>!
Kiln.CharacterProgress.SpireTopsReached.get -> System.Collections.Generic.IReadOnlyList<Kiln.Spire!>!
Kiln.CharacterProgress.SpiresUnlocked.get -> System.Collections.Generic.IReadOnlyList<Kiln.Spire!>!
Kiln.ChestLootedEvent
Kiln.ChestLootedEvent.Chest.get -> Kiln.ChestStatus!
Kiln.ChestLootedEvent.NearestPlayer.get -> Kiln.EntityId
Kiln.ChestStatus
Kiln.ChestStatus.<Clone>$() -> Kiln.ChestStatus!
Kiln.ChestStatus.ChestStatus(uint LootId, string! Template, Kiln.WorldPosition Position, Kiln.EntityId Entity, bool? Opened, bool? Looted) -> void
Kiln.ChestStatus.Deconstruct(out uint LootId, out string! Template, out Kiln.WorldPosition Position, out Kiln.EntityId Entity, out bool? Opened, out bool? Looted) -> void
Kiln.ChestStatus.Entity.get -> Kiln.EntityId
Kiln.ChestStatus.Entity.init -> void
Kiln.ChestStatus.Equals(Kiln.ChestStatus? other) -> bool
Kiln.ChestStatus.Loaded.get -> bool
Kiln.ChestStatus.LootId.get -> uint
Kiln.ChestStatus.LootId.init -> void
Kiln.ChestStatus.Looted.get -> bool?
Kiln.ChestStatus.Looted.init -> void
Kiln.ChestStatus.Opened.get -> bool?
Kiln.ChestStatus.Opened.init -> void
Kiln.ChestStatus.Position.get -> Kiln.WorldPosition
Kiln.ChestStatus.Position.init -> void
Kiln.ChestStatus.Template.get -> string!
Kiln.ChestStatus.Template.init -> void
Kiln.ConversationOptionEvent
Kiln.ConversationOptionEvent.Dialogue.get -> Kiln.DialogueDefinition!
Kiln.ConversationOptionEvent.Holder.get -> Kiln.QuestHolder
Kiln.ConversationOptionEvent.Node.get -> string!
Kiln.ConversationOptionEvent.Npc.get -> Kiln.EntityId
Kiln.ConversationOptionEvent.Option.get -> int
Kiln.ConversationOptionEvent.RefuseMessage.get -> string?
Kiln.ConversationOptionEvent.RefuseMessage.set -> void
Kiln.ConversationResult
Kiln.ConversationResult.<Clone>$() -> Kiln.ConversationResult!
Kiln.ConversationResult.ConversationResult(bool Ok, string! Reason) -> void
Kiln.ConversationResult.Deconstruct(out bool Ok, out string! Reason) -> void
Kiln.ConversationResult.Equals(Kiln.ConversationResult? other) -> bool
Kiln.ConversationResult.Ok.get -> bool
Kiln.ConversationResult.Ok.init -> void
Kiln.ConversationResult.Reason.get -> string!
Kiln.ConversationResult.Reason.init -> void
Kiln.ConversationView
Kiln.ConversationView.<Clone>$() -> Kiln.ConversationView!
Kiln.ConversationView.ConversationView(long Id, string! Dialogue, string! Node, Kiln.UiText? Speaker, Kiln.UiText! Text, System.Collections.Generic.IReadOnlyList<(int Index, Kiln.UiText! Text)>! Options, Kiln.EntityId Npc) -> void
Kiln.ConversationView.Deconstruct(out long Id, out string! Dialogue, out string! Node, out Kiln.UiText? Speaker, out Kiln.UiText! Text, out System.Collections.Generic.IReadOnlyList<(int Index, Kiln.UiText! Text)>! Options, out Kiln.EntityId Npc) -> void
Kiln.ConversationView.Dialogue.get -> string!
Kiln.ConversationView.Dialogue.init -> void
Kiln.ConversationView.Equals(Kiln.ConversationView? other) -> bool
Kiln.ConversationView.Id.get -> long
Kiln.ConversationView.Id.init -> void
Kiln.ConversationView.Node.get -> string!
Kiln.ConversationView.Node.init -> void
Kiln.ConversationView.Npc.get -> Kiln.EntityId
Kiln.ConversationView.Npc.init -> void
Kiln.ConversationView.Options.get -> System.Collections.Generic.IReadOnlyList<(int Index, Kiln.UiText! Text)>!
Kiln.ConversationView.Options.init -> void
Kiln.ConversationView.Speaker.get -> Kiln.UiText?
Kiln.ConversationView.Speaker.init -> void
Kiln.ConversationView.Text.get -> Kiln.UiText!
Kiln.ConversationView.Text.init -> void
Kiln.DialogueAction
Kiln.DialogueAction.Start = 0 -> Kiln.DialogueAction
Kiln.DialogueAction.Stop = 1 -> Kiln.DialogueAction
Kiln.DialogueDefinition
Kiln.DialogueDefinition.DialogueDefinition() -> void
Kiln.DialogueDefinition.Farewell.get -> System.Collections.Generic.List<Kiln.UiText!>!
Kiln.DialogueDefinition.Farewell.set -> void
Kiln.DialogueDefinition.FullId.get -> string!
Kiln.DialogueDefinition.Greet.get -> bool?
Kiln.DialogueDefinition.Greet.set -> void
Kiln.DialogueDefinition.Greetings.get -> System.Collections.Generic.List<Kiln.DialogueGreeting!>!
Kiln.DialogueDefinition.Greetings.set -> void
Kiln.DialogueDefinition.Hint.get -> string?
Kiln.DialogueDefinition.Hint.set -> void
Kiln.DialogueDefinition.Id.get -> string!
Kiln.DialogueDefinition.Id.init -> void
Kiln.DialogueDefinition.ModId.get -> string!
Kiln.DialogueDefinition.Native.get -> bool
Kiln.DialogueDefinition.Native.set -> void
Kiln.DialogueDefinition.Nodes.get -> System.Collections.Generic.Dictionary<string!, Kiln.DialogueNode!>!
Kiln.DialogueDefinition.Nodes.set -> void
Kiln.DialogueDefinition.Start.get -> string!
Kiln.DialogueDefinition.Start.set -> void
Kiln.DialogueDefinition.Transition.get -> System.Collections.Generic.List<Kiln.UiText!>!
Kiln.DialogueDefinition.Transition.set -> void
Kiln.DialogueGreeting
Kiln.DialogueGreeting.DialogueGreeting() -> void
Kiln.DialogueGreeting.Hint.get -> string?
Kiln.DialogueGreeting.Hint.set -> void
Kiln.DialogueGreeting.If.get -> Kiln.QuestCondition?
Kiln.DialogueGreeting.If.set -> void
Kiln.DialogueGreeting.Text.get -> Kiln.UiText!
Kiln.DialogueGreeting.Text.set -> void
Kiln.DialogueGreeting.Voice.get -> string?
Kiln.DialogueGreeting.Voice.set -> void
Kiln.DialogueKnowledgeEvent
Kiln.DialogueKnowledgeEvent.CheckError.get -> bool
Kiln.DialogueKnowledgeEvent.ChecksOn.get -> bool
Kiln.DialogueKnowledgeEvent.DefaultApplies.get -> bool
Kiln.DialogueKnowledgeEvent.Distance.get -> double?
Kiln.DialogueKnowledgeEvent.LineId.get -> uint
Kiln.DialogueKnowledgeEvent.Npc.get -> Kiln.EntityId
Kiln.DialogueKnowledgeEvent.Operations.get -> System.Collections.Generic.IReadOnlyList<Kiln.KnowledgeOperation>!
Kiln.DialogueKnowledgeEvent.Player.get -> Kiln.Player?
Kiln.DialogueKnowledgeEvent.PlayerEntity.get -> Kiln.EntityId
Kiln.DialogueKnowledgeEvent.RequirementFailed.get -> bool
Kiln.DialogueKnowledgeEvent.Step.get -> ulong
Kiln.DialogueKnowledgeEvent.TooFar.get -> bool
Kiln.DialogueLineEvent
Kiln.DialogueLineEvent.Action.get -> Kiln.DialogueAction
Kiln.DialogueLineEvent.IsFarewell.get -> bool
Kiln.DialogueLineEvent.IsMissingRequirement.get -> bool
Kiln.DialogueLineEvent.LineId.get -> uint
Kiln.DialogueLineEvent.Npc.get -> Kiln.EntityId
Kiln.DialogueLineEvent.Player.get -> Kiln.Player?
Kiln.DialogueLineEvent.PlayerEntity.get -> Kiln.EntityId
Kiln.DialogueLineEvent.Step.get -> ulong
Kiln.DialogueNode
Kiln.DialogueNode.DialogueNode() -> void
Kiln.DialogueNode.Do.get -> System.Collections.Generic.List<Kiln.QuestAction!>!
Kiln.DialogueNode.Do.set -> void
Kiln.DialogueNode.Goto.get -> string?
Kiln.DialogueNode.Goto.set -> void
Kiln.DialogueNode.Hint.get -> string?
Kiln.DialogueNode.Hint.set -> void
Kiln.DialogueNode.Options.get -> System.Collections.Generic.List<Kiln.DialogueOption!>!
Kiln.DialogueNode.Options.set -> void
Kiln.DialogueNode.Speaker.get -> Kiln.UiText?
Kiln.DialogueNode.Speaker.set -> void
Kiln.DialogueNode.Text.get -> Kiln.UiText!
Kiln.DialogueNode.Text.set -> void
Kiln.DialogueNode.Voice.get -> string?
Kiln.DialogueNode.Voice.set -> void
Kiln.DialogueOption
Kiln.DialogueOption.Close.get -> bool
Kiln.DialogueOption.Close.set -> void
Kiln.DialogueOption.DialogueOption() -> void
Kiln.DialogueOption.Do.get -> System.Collections.Generic.List<Kiln.QuestAction!>!
Kiln.DialogueOption.Do.set -> void
Kiln.DialogueOption.Goto.get -> string?
Kiln.DialogueOption.Goto.set -> void
Kiln.DialogueOption.Hint.get -> string?
Kiln.DialogueOption.Hint.set -> void
Kiln.DialogueOption.If.get -> Kiln.QuestCondition?
Kiln.DialogueOption.If.set -> void
Kiln.DialogueOption.Once.get -> bool
Kiln.DialogueOption.Once.set -> void
Kiln.DialogueOption.Reply.get -> Kiln.UiText?
Kiln.DialogueOption.Reply.set -> void
Kiln.DialogueOption.Text.get -> Kiln.UiText!
Kiln.DialogueOption.Text.set -> void
Kiln.DialogueOption.Voice.get -> string?
Kiln.DialogueOption.Voice.set -> void
Kiln.Dialogues
Kiln.FlameChange
Kiln.FlameChange.<Clone>$() -> Kiln.FlameChange!
Kiln.FlameChange.After.get -> int
Kiln.FlameChange.After.init -> void
Kiln.FlameChange.Before.get -> int
Kiln.FlameChange.Before.init -> void
Kiln.FlameChange.Clamped.get -> bool
Kiln.FlameChange.Clamped.init -> void
Kiln.FlameChange.Deconstruct(out ulong Request, out bool Ok, out string! Status, out int Requested, out int Before, out int After, out int Max, out bool Clamped, out bool Marked, out bool Mirrored, out int Steps, out string! Reason) -> void
Kiln.FlameChange.Equals(Kiln.FlameChange? other) -> bool
Kiln.FlameChange.FlameChange(ulong Request, bool Ok, string! Status, int Requested, int Before, int After, int Max, bool Clamped, bool Marked, bool Mirrored, int Steps, string! Reason) -> void
Kiln.FlameChange.Marked.get -> bool
Kiln.FlameChange.Marked.init -> void
Kiln.FlameChange.Max.get -> int
Kiln.FlameChange.Max.init -> void
Kiln.FlameChange.Mirrored.get -> bool
Kiln.FlameChange.Mirrored.init -> void
Kiln.FlameChange.Ok.get -> bool
Kiln.FlameChange.Ok.init -> void
Kiln.FlameChange.Reason.get -> string!
Kiln.FlameChange.Reason.init -> void
Kiln.FlameChange.Request.get -> ulong
Kiln.FlameChange.Request.init -> void
Kiln.FlameChange.Requested.get -> int
Kiln.FlameChange.Requested.init -> void
Kiln.FlameChange.Status.get -> string!
Kiln.FlameChange.Status.init -> void
Kiln.FlameChange.Steps.get -> int
Kiln.FlameChange.Steps.init -> void
Kiln.FlameLevelChangedEvent
Kiln.FlameLevelChangedEvent.Flame.get -> Kiln.FlameStatus!
Kiln.FlameLevelChangedEvent.NewLevel.get -> int
Kiln.FlameLevelChangedEvent.OldLevel.get -> int
Kiln.FlameLimits
Kiln.FlameLimits.<Clone>$() -> Kiln.FlameLimits!
Kiln.FlameLimits.Altars.get -> int
Kiln.FlameLimits.Altars.init -> void
Kiln.FlameLimits.Deconstruct(out int Level, out int Altars, out int WaterSources, out int FogResistance, out int? FogRemovalLevel, out bool? FogRemoved) -> void
Kiln.FlameLimits.Equals(Kiln.FlameLimits? other) -> bool
Kiln.FlameLimits.FlameLimits(int Level, int Altars, int WaterSources, int FogResistance, int? FogRemovalLevel, bool? FogRemoved) -> void
Kiln.FlameLimits.FogRemovalLevel.get -> int?
Kiln.FlameLimits.FogRemovalLevel.init -> void
Kiln.FlameLimits.FogRemoved.get -> bool?
Kiln.FlameLimits.FogRemoved.init -> void
Kiln.FlameLimits.FogResistance.get -> int
Kiln.FlameLimits.FogResistance.init -> void
Kiln.FlameLimits.Level.get -> int
Kiln.FlameLimits.Level.init -> void
Kiln.FlameLimits.WaterSources.get -> int
Kiln.FlameLimits.WaterSources.init -> void
Kiln.FlameShrine
Kiln.FlameShrine.<Clone>$() -> Kiln.FlameShrine!
Kiln.FlameShrine.Deconstruct(out string! Id, out Kiln.ShrineKind Kind, out string! Region, out string? Template, out uint NameTag, out Kiln.WorldPosition? Position, out Kiln.ProgressFact! Discovery) -> void
Kiln.FlameShrine.Discovery.get -> Kiln.ProgressFact!
Kiln.FlameShrine.Discovery.init -> void
Kiln.FlameShrine.Equals(Kiln.FlameShrine? other) -> bool
Kiln.FlameShrine.FlameShrine(string! Id, Kiln.ShrineKind Kind, string! Region, string? Template, uint NameTag, Kiln.WorldPosition? Position, Kiln.ProgressFact! Discovery) -> void
Kiln.FlameShrine.FoundBy(Kiln.Player! player) -> bool?
Kiln.FlameShrine.Id.get -> string!
Kiln.FlameShrine.Id.init -> void
Kiln.FlameShrine.Kind.get -> Kiln.ShrineKind
Kiln.FlameShrine.Kind.init -> void
Kiln.FlameShrine.NameTag.get -> uint
Kiln.FlameShrine.NameTag.init -> void
Kiln.FlameShrine.Position.get -> Kiln.WorldPosition?
Kiln.FlameShrine.Position.init -> void
Kiln.FlameShrine.Region.get -> string!
Kiln.FlameShrine.Region.init -> void
Kiln.FlameShrine.Template.get -> string?
Kiln.FlameShrine.Template.init -> void
Kiln.FlameStatus
Kiln.FlameStatus.<Clone>$() -> Kiln.FlameStatus!
Kiln.FlameStatus.Altars.get -> int
Kiln.FlameStatus.Altars.init -> void
Kiln.FlameStatus.Deconstruct(out int Level, out int Altars, out int HighestAltarLevel, out int WaterSources, out Kiln.EntityId Entity) -> void
Kiln.FlameStatus.Entity.get -> Kiln.EntityId
Kiln.FlameStatus.Entity.init -> void
Kiln.FlameStatus.Equals(Kiln.FlameStatus? other) -> bool
Kiln.FlameStatus.FlameStatus(int Level, int Altars, int HighestAltarLevel, int WaterSources, Kiln.EntityId Entity) -> void
Kiln.FlameStatus.HighestAltarLevel.get -> int
Kiln.FlameStatus.HighestAltarLevel.init -> void
Kiln.FlameStatus.Level.get -> int
Kiln.FlameStatus.Level.init -> void
Kiln.FlameStatus.Max.get -> int?
Kiln.FlameStatus.Max.init -> void
Kiln.FlameStatus.Stored.get -> int?
Kiln.FlameStatus.Stored.init -> void
Kiln.FlameStatus.SystemLevel.get -> int?
Kiln.FlameStatus.SystemLevel.init -> void
Kiln.FlameStatus.WaterSources.get -> int
Kiln.FlameStatus.WaterSources.init -> void
Kiln.Journal
Kiln.JournalQuest
Kiln.JournalQuest.<Clone>$() -> Kiln.JournalQuest!
Kiln.JournalQuest.Deconstruct(out int Index, out uint EntryId, out uint NameTag, out Kiln.QuestSource Source, out Kiln.QuestType Type, out bool IsMain, out bool IsTutorial, out bool ForAllPlayers, out int Priority, out System.Collections.Generic.IReadOnlyList<Kiln.JournalStep!>! Steps, out int Rewards, out System.Collections.Generic.IReadOnlyList<uint>! RewardExperience, out System.Collections.Generic.IReadOnlyList<uint>! RewardItems) -> void
Kiln.JournalQuest.EntryId.get -> uint
Kiln.JournalQuest.EntryId.init -> void
Kiln.JournalQuest.Equals(Kiln.JournalQuest? other) -> bool
Kiln.JournalQuest.ForAllPlayers.get -> bool
Kiln.JournalQuest.ForAllPlayers.init -> void
Kiln.JournalQuest.Index.get -> int
Kiln.JournalQuest.Index.init -> void
Kiln.JournalQuest.IsMain.get -> bool
Kiln.JournalQuest.IsMain.init -> void
Kiln.JournalQuest.IsTutorial.get -> bool
Kiln.JournalQuest.IsTutorial.init -> void
Kiln.JournalQuest.JournalQuest(int Index, uint EntryId, uint NameTag, Kiln.QuestSource Source, Kiln.QuestType Type, bool IsMain, bool IsTutorial, bool ForAllPlayers, int Priority, System.Collections.Generic.IReadOnlyList<Kiln.JournalStep!>! Steps, int Rewards, System.Collections.Generic.IReadOnlyList<uint>! RewardExperience, System.Collections.Generic.IReadOnlyList<uint>! RewardItems) -> void
Kiln.JournalQuest.Name.get -> string!
Kiln.JournalQuest.NameTag.get -> uint
Kiln.JournalQuest.NameTag.init -> void
Kiln.JournalQuest.Priority.get -> int
Kiln.JournalQuest.Priority.init -> void
Kiln.JournalQuest.RewardExperience.get -> System.Collections.Generic.IReadOnlyList<uint>!
Kiln.JournalQuest.RewardExperience.init -> void
Kiln.JournalQuest.RewardItems.get -> System.Collections.Generic.IReadOnlyList<uint>!
Kiln.JournalQuest.RewardItems.init -> void
Kiln.JournalQuest.Rewards.get -> int
Kiln.JournalQuest.Rewards.init -> void
Kiln.JournalQuest.Source.get -> Kiln.QuestSource
Kiln.JournalQuest.Source.init -> void
Kiln.JournalQuest.Steps.get -> System.Collections.Generic.IReadOnlyList<Kiln.JournalStep!>!
Kiln.JournalQuest.Steps.init -> void
Kiln.JournalQuest.Type.get -> Kiln.QuestType
Kiln.JournalQuest.Type.init -> void
Kiln.JournalQuestState
Kiln.JournalQuestState.<Clone>$() -> Kiln.JournalQuestState!
Kiln.JournalQuestState.Completed.get -> bool?
Kiln.JournalQuestState.Deconstruct(out Kiln.JournalQuest! Quest, out Kiln.EntityId Target, out System.Collections.Generic.IReadOnlyList<Kiln.JournalStepState!>! Steps, out bool? Rewarded) -> void
Kiln.JournalQuestState.Equals(Kiln.JournalQuestState? other) -> bool
Kiln.JournalQuestState.JournalQuestState(Kiln.JournalQuest! Quest, Kiln.EntityId Target, System.Collections.Generic.IReadOnlyList<Kiln.JournalStepState!>! Steps, bool? Rewarded) -> void
Kiln.JournalQuestState.Quest.get -> Kiln.JournalQuest!
Kiln.JournalQuestState.Quest.init -> void
Kiln.JournalQuestState.Rewarded.get -> bool?
Kiln.JournalQuestState.Rewarded.init -> void
Kiln.JournalQuestState.Started.get -> bool
Kiln.JournalQuestState.Steps.get -> System.Collections.Generic.IReadOnlyList<Kiln.JournalStepState!>!
Kiln.JournalQuestState.Steps.init -> void
Kiln.JournalQuestState.Target.get -> Kiln.EntityId
Kiln.JournalQuestState.Target.init -> void
Kiln.JournalQuestState.VisibleSteps.get -> int
Kiln.JournalStep
Kiln.JournalStep.<Clone>$() -> Kiln.JournalStep!
Kiln.JournalStep.Deconstruct(out int Index, out uint EntryId, out uint NameTag, out uint TextTag, out uint MapMarkerTag, out Kiln.KnowledgeQuery Visible, out Kiln.KnowledgeQuery Done, out int ProgressSteps, out int RecommendedLevel) -> void
Kiln.JournalStep.Done.get -> Kiln.KnowledgeQuery
Kiln.JournalStep.Done.init -> void
Kiln.JournalStep.EntryId.get -> uint
Kiln.JournalStep.EntryId.init -> void
Kiln.JournalStep.Equals(Kiln.JournalStep? other) -> bool
Kiln.JournalStep.Index.get -> int
Kiln.JournalStep.Index.init -> void
Kiln.JournalStep.JournalStep(int Index, uint EntryId, uint NameTag, uint TextTag, uint MapMarkerTag, Kiln.KnowledgeQuery Visible, Kiln.KnowledgeQuery Done, int ProgressSteps, int RecommendedLevel) -> void
Kiln.JournalStep.MapMarkerTag.get -> uint
Kiln.JournalStep.MapMarkerTag.init -> void
Kiln.JournalStep.NameOf(Kiln.JournalQuest! quest) -> string!
Kiln.JournalStep.NameTag.get -> uint
Kiln.JournalStep.NameTag.init -> void
Kiln.JournalStep.ProgressSteps.get -> int
Kiln.JournalStep.ProgressSteps.init -> void
Kiln.JournalStep.RecommendedLevel.get -> int
Kiln.JournalStep.RecommendedLevel.init -> void
Kiln.JournalStep.TextTag.get -> uint
Kiln.JournalStep.TextTag.init -> void
Kiln.JournalStep.Visible.get -> Kiln.KnowledgeQuery
Kiln.JournalStep.Visible.init -> void
Kiln.JournalStepState
Kiln.JournalStepState.<Clone>$() -> Kiln.JournalStepState!
Kiln.JournalStepState.Deconstruct(out Kiln.JournalStep! Step, out bool? Visible, out bool? Done) -> void
Kiln.JournalStepState.Done.get -> bool?
Kiln.JournalStepState.Done.init -> void
Kiln.JournalStepState.Equals(Kiln.JournalStepState? other) -> bool
Kiln.JournalStepState.JournalStepState(Kiln.JournalStep! Step, bool? Visible, bool? Done) -> void
Kiln.JournalStepState.Step.get -> Kiln.JournalStep!
Kiln.JournalStepState.Step.init -> void
Kiln.JournalStepState.Visible.get -> bool?
Kiln.JournalStepState.Visible.init -> void
Kiln.Knowledge
Kiln.Knowledge.Security
Kiln.KnowledgeCatalog
Kiln.KnowledgeCatalog.Npcs = 1 -> Kiln.KnowledgeCatalog
Kiln.KnowledgeCatalog.Queries = 3 -> Kiln.KnowledgeCatalog
Kiln.KnowledgeCatalog.Quests = 2 -> Kiln.KnowledgeCatalog
Kiln.KnowledgeChangedEvent
Kiln.KnowledgeChangedEvent.ByKiln.get -> bool
Kiln.KnowledgeChangedEvent.Gained.get -> bool
Kiln.KnowledgeChangedEvent.Id.get -> uint
Kiln.KnowledgeChangedEvent.IsWorld.get -> bool
Kiln.KnowledgeChangedEvent.Lost.get -> bool
Kiln.KnowledgeChangedEvent.Name.get -> string?
Kiln.KnowledgeChangedEvent.NewValue.get -> uint
Kiln.KnowledgeChangedEvent.OldValue.get -> uint
Kiln.KnowledgeChangedEvent.Player.get -> Kiln.Player?
Kiln.KnowledgeChangedEvent.Request.get -> ulong
Kiln.KnowledgeChangedEvent.Step.get -> ulong
Kiln.KnowledgeChangedEvent.Target.get -> Kiln.EntityId
Kiln.KnowledgeChangedEvent.Type.get -> Kiln.KnowledgeType
Kiln.KnowledgeCompare
Kiln.KnowledgeCompare.Equals = 2 -> Kiln.KnowledgeCompare
Kiln.KnowledgeCompare.GreaterThan = 0 -> Kiln.KnowledgeCompare
Kiln.KnowledgeCompare.LessThan = 1 -> Kiln.KnowledgeCompare
Kiln.KnowledgeInfo
Kiln.KnowledgeInfo.Deconstruct(out uint Id, out Kiln.KnowledgeObjectFlags Flags, out Kiln.KnowledgeType WorldType, out Kiln.KnowledgeType PlayerType, out uint WorldFlags, out uint PlayerFlags, out uint ExperienceId, out int SkillPoints) -> void
Kiln.KnowledgeInfo.Equals(Kiln.KnowledgeInfo other) -> bool
Kiln.KnowledgeInfo.ExperienceId.get -> uint
Kiln.KnowledgeInfo.ExperienceId.init -> void
Kiln.KnowledgeInfo.Flags.get -> Kiln.KnowledgeObjectFlags
Kiln.KnowledgeInfo.Flags.init -> void
Kiln.KnowledgeInfo.Id.get -> uint
Kiln.KnowledgeInfo.Id.init -> void
Kiln.KnowledgeInfo.IsPlayer.get -> bool
Kiln.KnowledgeInfo.IsWorld.get -> bool
Kiln.KnowledgeInfo.KnowledgeInfo() -> void
Kiln.KnowledgeInfo.KnowledgeInfo(uint Id, Kiln.KnowledgeObjectFlags Flags, Kiln.KnowledgeType WorldType, Kiln.KnowledgeType PlayerType, uint WorldFlags, uint PlayerFlags, uint ExperienceId, int SkillPoints) -> void
Kiln.KnowledgeInfo.Known.get -> bool
Kiln.KnowledgeInfo.PlayerFlags.get -> uint
Kiln.KnowledgeInfo.PlayerFlags.init -> void
Kiln.KnowledgeInfo.PlayerType.get -> Kiln.KnowledgeType
Kiln.KnowledgeInfo.PlayerType.init -> void
Kiln.KnowledgeInfo.SkillPoints.get -> int
Kiln.KnowledgeInfo.SkillPoints.init -> void
Kiln.KnowledgeInfo.WorldFlags.get -> uint
Kiln.KnowledgeInfo.WorldFlags.init -> void
Kiln.KnowledgeInfo.WorldType.get -> Kiln.KnowledgeType
Kiln.KnowledgeInfo.WorldType.init -> void
Kiln.KnowledgeMode
Kiln.KnowledgeMode.Personal = 2 -> Kiln.KnowledgeMode
Kiln.KnowledgeMode.Player = 1 -> Kiln.KnowledgeMode
Kiln.KnowledgeMode.Shared = 0 -> Kiln.KnowledgeMode
Kiln.KnowledgeName
Kiln.KnowledgeName.<Clone>$() -> Kiln.KnowledgeName!
Kiln.KnowledgeName.Deconstruct(out string! Text, out bool IsQuery, out uint Id, out Kiln.KnowledgeQuery Requirement) -> void
Kiln.KnowledgeName.Equals(Kiln.KnowledgeName? other) -> bool
Kiln.KnowledgeName.Id.get -> uint
Kiln.KnowledgeName.Id.init -> void
Kiln.KnowledgeName.IsQuery.get -> bool
Kiln.KnowledgeName.IsQuery.init -> void
Kiln.KnowledgeName.KnowledgeName(string! Text, bool IsQuery, uint Id, Kiln.KnowledgeQuery Requirement) -> void
Kiln.KnowledgeName.Requirement.get -> Kiln.KnowledgeQuery
Kiln.KnowledgeName.Requirement.init -> void
Kiln.KnowledgeName.Text.get -> string!
Kiln.KnowledgeName.Text.init -> void
Kiln.KnowledgeNpc
Kiln.KnowledgeNpc.<Clone>$() -> Kiln.KnowledgeNpc!
Kiln.KnowledgeNpc.CraftingAssistant.get -> bool
Kiln.KnowledgeNpc.CraftingAssistant.init -> void
Kiln.KnowledgeNpc.DebugName.get -> string!
Kiln.KnowledgeNpc.DebugName.init -> void
Kiln.KnowledgeNpc.Deconstruct(out int Index, out string! DebugName, out uint NpcId, out uint NameTag, out uint Workshop, out uint SummonItem, out Kiln.KnowledgeQuery Unlock, out bool? Unlocked, out bool CraftingAssistant) -> void
Kiln.KnowledgeNpc.Equals(Kiln.KnowledgeNpc? other) -> bool
Kiln.KnowledgeNpc.Index.get -> int
Kiln.KnowledgeNpc.Index.init -> void
Kiln.KnowledgeNpc.KnowledgeNpc(int Index, string! DebugName, uint NpcId, uint NameTag, uint Workshop, uint SummonItem, Kiln.KnowledgeQuery Unlock, bool? Unlocked, bool CraftingAssistant) -> void
Kiln.KnowledgeNpc.Name.get -> string!
Kiln.KnowledgeNpc.NameTag.get -> uint
Kiln.KnowledgeNpc.NameTag.init -> void
Kiln.KnowledgeNpc.NpcId.get -> uint
Kiln.KnowledgeNpc.NpcId.init -> void
Kiln.KnowledgeNpc.SummonItem.get -> uint
Kiln.KnowledgeNpc.SummonItem.init -> void
Kiln.KnowledgeNpc.Unlock.get -> Kiln.KnowledgeQuery
Kiln.KnowledgeNpc.Unlock.init -> void
Kiln.KnowledgeNpc.Unlocked.get -> bool?
Kiln.KnowledgeNpc.Unlocked.init -> void
Kiln.KnowledgeNpc.Workshop.get -> uint
Kiln.KnowledgeNpc.Workshop.init -> void
Kiln.KnowledgeObjectFlags
Kiln.KnowledgeObjectFlags.Analytics = 8 -> Kiln.KnowledgeObjectFlags
Kiln.KnowledgeObjectFlags.Experience = 16 -> Kiln.KnowledgeObjectFlags
Kiln.KnowledgeObjectFlags.None = 0 -> Kiln.KnowledgeObjectFlags
Kiln.KnowledgeObjectFlags.Player = 2 -> Kiln.KnowledgeObjectFlags
Kiln.KnowledgeObjectFlags.SkillPoints = 32 -> Kiln.KnowledgeObjectFlags
Kiln.KnowledgeObjectFlags.Twin = 4 -> Kiln.KnowledgeObjectFlags
Kiln.KnowledgeObjectFlags.World = 1 -> Kiln.KnowledgeObjectFlags
Kiln.KnowledgeOp
Kiln.KnowledgeOp.Grant = 1 -> Kiln.KnowledgeOp
Kiln.KnowledgeOp.Revoke = 2 -> Kiln.KnowledgeOp
Kiln.KnowledgeOp.Set = 3 -> Kiln.KnowledgeOp
Kiln.KnowledgeOperation
Kiln.KnowledgeOperation.Deconstruct(out uint Id, out Kiln.KnowledgeType Type, out uint Value, out Kiln.EntityId Player) -> void
Kiln.KnowledgeOperation.Equals(Kiln.KnowledgeOperation other) -> bool
Kiln.KnowledgeOperation.Id.get -> uint
Kiln.KnowledgeOperation.Id.init -> void
Kiln.KnowledgeOperation.KnowledgeOperation() -> void
Kiln.KnowledgeOperation.KnowledgeOperation(uint Id, Kiln.KnowledgeType Type, uint Value, Kiln.EntityId Player) -> void
Kiln.KnowledgeOperation.Player.get -> Kiln.EntityId
Kiln.KnowledgeOperation.Player.init -> void
Kiln.KnowledgeOperation.Type.get -> Kiln.KnowledgeType
Kiln.KnowledgeOperation.Type.init -> void
Kiln.KnowledgeOperation.Value.get -> uint
Kiln.KnowledgeOperation.Value.init -> void
Kiln.KnowledgeQuery
Kiln.KnowledgeQuery.Compare.get -> Kiln.KnowledgeCompare
Kiln.KnowledgeQuery.Compare.init -> void
Kiln.KnowledgeQuery.CompareValue.get -> uint
Kiln.KnowledgeQuery.CompareValue.init -> void
Kiln.KnowledgeQuery.Deconstruct(out uint Id, out Kiln.KnowledgeQueryType Type, out Kiln.KnowledgeCompare Compare, out uint CompareValue, out bool PlayerOnly) -> void
Kiln.KnowledgeQuery.Equals(Kiln.KnowledgeQuery other) -> bool
Kiln.KnowledgeQuery.Id.get -> uint
Kiln.KnowledgeQuery.Id.init -> void
Kiln.KnowledgeQuery.IsEmpty.get -> bool
Kiln.KnowledgeQuery.KnowledgeQuery() -> void
Kiln.KnowledgeQuery.KnowledgeQuery(uint Id, Kiln.KnowledgeQueryType Type, Kiln.KnowledgeCompare Compare, uint CompareValue, bool PlayerOnly = false) -> void
Kiln.KnowledgeQuery.PlayerOnly.get -> bool
Kiln.KnowledgeQuery.PlayerOnly.init -> void
Kiln.KnowledgeQuery.Type.get -> Kiln.KnowledgeQueryType
Kiln.KnowledgeQuery.Type.init -> void
Kiln.KnowledgeQueryType
Kiln.KnowledgeQueryType.Extern = 0 -> Kiln.KnowledgeQueryType
Kiln.KnowledgeQueryType.SimpleBool = 1 -> Kiln.KnowledgeQueryType
Kiln.KnowledgeQueryType.SimpleCount = 2 -> Kiln.KnowledgeQueryType
Kiln.KnowledgeQueryType.SimpleFlag = 3 -> Kiln.KnowledgeQueryType
Kiln.KnowledgeRequestEvent
Kiln.KnowledgeRequestEvent.Held.get -> bool
Kiln.KnowledgeRequestEvent.Id.get -> uint
Kiln.KnowledgeRequestEvent.Name.get -> string?
Kiln.KnowledgeRequestEvent.Player.get -> Kiln.Player?
Kiln.KnowledgeRequestEvent.PlayerEntity.get -> Kiln.EntityId
Kiln.KnowledgeRequestEvent.Step.get -> ulong
Kiln.KnowledgeRequestEvent.Type.get -> Kiln.KnowledgeType
Kiln.KnowledgeRequestEvent.Value.get -> uint
Kiln.KnowledgeResult
Kiln.KnowledgeResult.<Clone>$() -> Kiln.KnowledgeResult!
Kiln.KnowledgeResult.After.get -> uint
Kiln.KnowledgeResult.After.init -> void
Kiln.KnowledgeResult.Before.get -> uint
Kiln.KnowledgeResult.Before.init -> void
Kiln.KnowledgeResult.Changed.get -> bool
Kiln.KnowledgeResult.Changed.init -> void
Kiln.KnowledgeResult.Deconstruct(out ulong Request, out Kiln.KnowledgeOp Op, out Kiln.EntityId Target, out uint Id, out bool Ok, out string! Status, out uint Before, out uint After, out bool Changed, out int Steps, out string! Reason) -> void
Kiln.KnowledgeResult.Equals(Kiln.KnowledgeResult? other) -> bool
Kiln.KnowledgeResult.Id.get -> uint
Kiln.KnowledgeResult.Id.init -> void
Kiln.KnowledgeResult.KnowledgeResult(ulong Request, Kiln.KnowledgeOp Op, Kiln.EntityId Target, uint Id, bool Ok, string! Status, uint Before, uint After, bool Changed, int Steps, string! Reason) -> void
Kiln.KnowledgeResult.Ok.get -> bool
Kiln.KnowledgeResult.Ok.init -> void
Kiln.KnowledgeResult.Op.get -> Kiln.KnowledgeOp
Kiln.KnowledgeResult.Op.init -> void
Kiln.KnowledgeResult.Reason.get -> string!
Kiln.KnowledgeResult.Reason.init -> void
Kiln.KnowledgeResult.Request.get -> ulong
Kiln.KnowledgeResult.Request.init -> void
Kiln.KnowledgeResult.Status.get -> string!
Kiln.KnowledgeResult.Status.init -> void
Kiln.KnowledgeResult.Steps.get -> int
Kiln.KnowledgeResult.Steps.init -> void
Kiln.KnowledgeResult.Target.get -> Kiln.EntityId
Kiln.KnowledgeResult.Target.init -> void
Kiln.KnowledgeScope
Kiln.KnowledgeScope.Get(string! name) -> Kiln.KnowledgeState?
Kiln.KnowledgeScope.Get(uint id) -> Kiln.KnowledgeState?
Kiln.KnowledgeScope.Grant(string! name, uint value = 1) -> System.Threading.Tasks.Task<Kiln.KnowledgeResult!>!
Kiln.KnowledgeScope.Grant(uint id, uint value = 1) -> System.Threading.Tasks.Task<Kiln.KnowledgeResult!>!
Kiln.KnowledgeScope.Has(string! name) -> bool
Kiln.KnowledgeScope.Has(uint id) -> bool
Kiln.KnowledgeScope.IsWorld.get -> bool
Kiln.KnowledgeScope.List() -> System.Collections.Generic.IReadOnlyList<Kiln.KnowledgeState>!
Kiln.KnowledgeScope.Revoke(string! name, int flag = -1) -> System.Threading.Tasks.Task<Kiln.KnowledgeResult!>!
Kiln.KnowledgeScope.Revoke(uint id, int flag = -1) -> System.Threading.Tasks.Task<Kiln.KnowledgeResult!>!
Kiln.KnowledgeScope.Set(string! name, uint value) -> System.Threading.Tasks.Task<Kiln.KnowledgeResult!>!
Kiln.KnowledgeScope.Set(uint id, uint value) -> System.Threading.Tasks.Task<Kiln.KnowledgeResult!>!
Kiln.KnowledgeScope.Target.get -> Kiln.EntityId
Kiln.KnowledgeSecurity
Kiln.KnowledgeSecurity.<Clone>$() -> Kiln.KnowledgeSecurity!
Kiln.KnowledgeSecurity.AllowedIds.get -> int
Kiln.KnowledgeSecurity.AllowedIds.init -> void
Kiln.KnowledgeSecurity.CheckDialogue.get -> bool
Kiln.KnowledgeSecurity.CheckDialogue.init -> void
Kiln.KnowledgeSecurity.Deconstruct(out bool VetoClientKnowledge, out bool CheckDialogue, out double DialogueRange, out bool LogClientKnowledge, out int AllowedIds) -> void
Kiln.KnowledgeSecurity.DialogueRange.get -> double
Kiln.KnowledgeSecurity.DialogueRange.init -> void
Kiln.KnowledgeSecurity.Equals(Kiln.KnowledgeSecurity? other) -> bool
Kiln.KnowledgeSecurity.KnowledgeSecurity(bool VetoClientKnowledge = false, bool CheckDialogue = false, double DialogueRange = 12, bool LogClientKnowledge = true, int AllowedIds = 0) -> void
Kiln.KnowledgeSecurity.LogClientKnowledge.get -> bool
Kiln.KnowledgeSecurity.LogClientKnowledge.init -> void
Kiln.KnowledgeSecurity.VetoClientKnowledge.get -> bool
Kiln.KnowledgeSecurity.VetoClientKnowledge.init -> void
Kiln.KnowledgeSettings
Kiln.KnowledgeSettings.AllowClientKnowledge.get -> System.Collections.Generic.List<string!>!
Kiln.KnowledgeSettings.AllowClientKnowledge.set -> void
Kiln.KnowledgeSettings.CheckDialogue.get -> bool
Kiln.KnowledgeSettings.CheckDialogue.set -> void
Kiln.KnowledgeSettings.DialogueRange.get -> double
Kiln.KnowledgeSettings.DialogueRange.set -> void
Kiln.KnowledgeSettings.KnowledgeSettings() -> void
Kiln.KnowledgeSettings.LogClientKnowledge.get -> bool
Kiln.KnowledgeSettings.LogClientKnowledge.set -> void
Kiln.KnowledgeSettings.VetoClientKnowledge.get -> bool
Kiln.KnowledgeSettings.VetoClientKnowledge.set -> void
Kiln.KnowledgeState
Kiln.KnowledgeState.Deconstruct(out Kiln.EntityId Target, out uint Id, out uint Value, out Kiln.KnowledgeType Type, out bool Present, out byte NewMask, out ulong Step) -> void
Kiln.KnowledgeState.Equals(Kiln.KnowledgeState other) -> bool
Kiln.KnowledgeState.HasFlag(int flag) -> bool
Kiln.KnowledgeState.Id.get -> uint
Kiln.KnowledgeState.Id.init -> void
Kiln.KnowledgeState.IsSet.get -> bool
Kiln.KnowledgeState.KnowledgeState() -> void
Kiln.KnowledgeState.KnowledgeState(Kiln.EntityId Target, uint Id, uint Value, Kiln.KnowledgeType Type, bool Present, byte NewMask, ulong Step) -> void
Kiln.KnowledgeState.NewMask.get -> byte
Kiln.KnowledgeState.NewMask.init -> void
Kiln.KnowledgeState.Present.get -> bool
Kiln.KnowledgeState.Present.init -> void
Kiln.KnowledgeState.Step.get -> ulong
Kiln.KnowledgeState.Step.init -> void
Kiln.KnowledgeState.Target.get -> Kiln.EntityId
Kiln.KnowledgeState.Target.init -> void
Kiln.KnowledgeState.Type.get -> Kiln.KnowledgeType
Kiln.KnowledgeState.Type.init -> void
Kiln.KnowledgeState.Value.get -> uint
Kiln.KnowledgeState.Value.init -> void
Kiln.KnowledgeStatus
Kiln.KnowledgeStatus.<Clone>$() -> Kiln.KnowledgeStatus!
Kiln.KnowledgeStatus.Applied.get -> ulong
Kiln.KnowledgeStatus.Applied.init -> void
Kiln.KnowledgeStatus.Applying.get -> bool
Kiln.KnowledgeStatus.Applying.init -> void
Kiln.KnowledgeStatus.Changes.get -> bool
Kiln.KnowledgeStatus.Changes.init -> void
Kiln.KnowledgeStatus.ChangesSeen.get -> ulong
Kiln.KnowledgeStatus.ChangesSeen.init -> void
Kiln.KnowledgeStatus.ClientInput.get -> bool
Kiln.KnowledgeStatus.ClientInput.init -> void
Kiln.KnowledgeStatus.ClientOps.get -> ulong
Kiln.KnowledgeStatus.ClientOps.init -> void
Kiln.KnowledgeStatus.ClientVetoed.get -> ulong
Kiln.KnowledgeStatus.ClientVetoed.init -> void
Kiln.KnowledgeStatus.Deconstruct(out bool Knowledge, out bool Changes, out bool Journal, out bool Npc, out bool Dialogue, out bool ClientInput, out bool Program, out bool World, out int WorldObjects, out int PlayerObjects, out int WorldEntries, out int Players, out int Npcs, out int Quests, out int Queries, out int Pending, out ulong Submitted, out ulong Applied, out ulong Failed, out ulong ChangesSeen, out ulong ClientOps, out ulong ClientVetoed, out ulong DialogueEvents, out ulong DialogueHeld, out ulong DialogueDropped, out int QueueMax, out string! Reason, out bool Applying) -> void
Kiln.KnowledgeStatus.Dialogue.get -> bool
Kiln.KnowledgeStatus.Dialogue.init -> void
Kiln.KnowledgeStatus.DialogueDropped.get -> ulong
Kiln.KnowledgeStatus.DialogueDropped.init -> void
Kiln.KnowledgeStatus.DialogueEvents.get -> ulong
Kiln.KnowledgeStatus.DialogueEvents.init -> void
Kiln.KnowledgeStatus.DialogueHeld.get -> ulong
Kiln.KnowledgeStatus.DialogueHeld.init -> void
Kiln.KnowledgeStatus.Equals(Kiln.KnowledgeStatus? other) -> bool
Kiln.KnowledgeStatus.Failed.get -> ulong
Kiln.KnowledgeStatus.Failed.init -> void
Kiln.KnowledgeStatus.Journal.get -> bool
Kiln.KnowledgeStatus.Journal.init -> void
Kiln.KnowledgeStatus.Knowledge.get -> bool
Kiln.KnowledgeStatus.Knowledge.init -> void
Kiln.KnowledgeStatus.KnowledgeStatus(bool Knowledge, bool Changes, bool Journal, bool Npc, bool Dialogue, bool ClientInput, bool Program, bool World, int WorldObjects, int PlayerObjects, int WorldEntries, int Players, int Npcs, int Quests, int Queries, int Pending, ulong Submitted, ulong Applied, ulong Failed, ulong ChangesSeen, ulong ClientOps, ulong ClientVetoed, ulong DialogueEvents, ulong DialogueHeld, ulong DialogueDropped, int QueueMax, string! Reason, bool Applying = false) -> void
Kiln.KnowledgeStatus.Npc.get -> bool
Kiln.KnowledgeStatus.Npc.init -> void
Kiln.KnowledgeStatus.Npcs.get -> int
Kiln.KnowledgeStatus.Npcs.init -> void
Kiln.KnowledgeStatus.Pending.get -> int
Kiln.KnowledgeStatus.Pending.init -> void
Kiln.KnowledgeStatus.PlayerObjects.get -> int
Kiln.KnowledgeStatus.PlayerObjects.init -> void
Kiln.KnowledgeStatus.Players.get -> int
Kiln.KnowledgeStatus.Players.init -> void
Kiln.KnowledgeStatus.Program.get -> bool
Kiln.KnowledgeStatus.Program.init -> void
Kiln.KnowledgeStatus.Queries.get -> int
Kiln.KnowledgeStatus.Queries.init -> void
Kiln.KnowledgeStatus.Quests.get -> int
Kiln.KnowledgeStatus.Quests.init -> void
Kiln.KnowledgeStatus.QueueMax.get -> int
Kiln.KnowledgeStatus.QueueMax.init -> void
Kiln.KnowledgeStatus.Reason.get -> string!
Kiln.KnowledgeStatus.Reason.init -> void
Kiln.KnowledgeStatus.Submitted.get -> ulong
Kiln.KnowledgeStatus.Submitted.init -> void
Kiln.KnowledgeStatus.World.get -> bool
Kiln.KnowledgeStatus.World.init -> void
Kiln.KnowledgeStatus.WorldEntries.get -> int
Kiln.KnowledgeStatus.WorldEntries.init -> void
Kiln.KnowledgeStatus.WorldObjects.get -> int
Kiln.KnowledgeStatus.WorldObjects.init -> void
Kiln.KnowledgeType
Kiln.KnowledgeType.Bool = 0 -> Kiln.KnowledgeType
Kiln.KnowledgeType.Counter = 1 -> Kiln.KnowledgeType
Kiln.KnowledgeType.Flags = 2 -> Kiln.KnowledgeType
Kiln.KnowledgeType.None = 255 -> Kiln.KnowledgeType
Kiln.NativeComputed
Kiln.NativeComputed.<Clone>$() -> Kiln.NativeComputed!
Kiln.NativeComputed.Deconstruct(out string! Mod, out uint Id, out string! Kind, out string! Target, out string! Node, out int Index, out uint Gate, out uint Heard) -> void
Kiln.NativeComputed.Equals(Kiln.NativeComputed? other) -> bool
Kiln.NativeComputed.Gate.get -> uint
Kiln.NativeComputed.Gate.init -> void
Kiln.NativeComputed.Heard.get -> uint
Kiln.NativeComputed.Heard.init -> void
Kiln.NativeComputed.Id.get -> uint
Kiln.NativeComputed.Id.init -> void
Kiln.NativeComputed.Index.get -> int
Kiln.NativeComputed.Index.init -> void
Kiln.NativeComputed.Kind.get -> string!
Kiln.NativeComputed.Kind.init -> void
Kiln.NativeComputed.Mod.get -> string!
Kiln.NativeComputed.Mod.init -> void
Kiln.NativeComputed.NativeComputed(string! Mod, uint Id, string! Kind, string! Target, string! Node, int Index, uint Gate, uint Heard) -> void
Kiln.NativeComputed.Node.get -> string!
Kiln.NativeComputed.Node.init -> void
Kiln.NativeComputed.Target.get -> string!
Kiln.NativeComputed.Target.init -> void
Kiln.NativeIds
Kiln.NativeLineInfo
Kiln.NativeLineInfo.<Clone>$() -> Kiln.NativeLineInfo!
Kiln.NativeLineInfo.Auto.get -> string!
Kiln.NativeLineInfo.Auto.init -> void
Kiln.NativeLineInfo.Deconstruct(out string! Mod, out string! Dialogue, out string! Npc, out string! Node, out int Option, out uint Line, out string! Auto) -> void
Kiln.NativeLineInfo.Dialogue.get -> string!
Kiln.NativeLineInfo.Dialogue.init -> void
Kiln.NativeLineInfo.Equals(Kiln.NativeLineInfo? other) -> bool
Kiln.NativeLineInfo.Line.get -> uint
Kiln.NativeLineInfo.Line.init -> void
Kiln.NativeLineInfo.Mod.get -> string!
Kiln.NativeLineInfo.Mod.init -> void
Kiln.NativeLineInfo.NativeLineInfo(string! Mod, string! Dialogue, string! Npc, string! Node, int Option, uint Line, string! Auto = "") -> void
Kiln.NativeLineInfo.Node.get -> string!
Kiln.NativeLineInfo.Node.init -> void
Kiln.NativeLineInfo.Npc.get -> string!
Kiln.NativeLineInfo.Npc.init -> void
Kiln.NativeLineInfo.Option.get -> int
Kiln.NativeLineInfo.Option.init -> void
Kiln.NativeMarkerInfo
Kiln.NativeMarkerInfo.<Clone>$() -> Kiln.NativeMarkerInfo!
Kiln.NativeMarkerInfo.At.get -> Kiln.WorldPosition?
Kiln.NativeMarkerInfo.At.init -> void
Kiln.NativeMarkerInfo.Deconstruct(out string! Mod, out string! Quest, out string! Step, out string! Template, out System.Guid Guid, out Kiln.WorldPosition? At) -> void
Kiln.NativeMarkerInfo.Equals(Kiln.NativeMarkerInfo? other) -> bool
Kiln.NativeMarkerInfo.Guid.get -> System.Guid
Kiln.NativeMarkerInfo.Guid.init -> void
Kiln.NativeMarkerInfo.Mod.get -> string!
Kiln.NativeMarkerInfo.Mod.init -> void
Kiln.NativeMarkerInfo.NativeMarkerInfo(string! Mod, string! Quest, string! Step, string! Template, System.Guid Guid, Kiln.WorldPosition? At) -> void
Kiln.NativeMarkerInfo.Quest.get -> string!
Kiln.NativeMarkerInfo.Quest.init -> void
Kiln.NativeMarkerInfo.Step.get -> string!
Kiln.NativeMarkerInfo.Step.init -> void
Kiln.NativeMarkerInfo.Template.get -> string!
Kiln.NativeMarkerInfo.Template.init -> void
Kiln.NativeModInfo
Kiln.NativeModInfo.<Clone>$() -> Kiln.NativeModInfo!
Kiln.NativeModInfo.Computed.get -> System.Collections.Generic.IReadOnlyList<Kiln.NativeComputed!>!
Kiln.NativeModInfo.Computed.init -> void
Kiln.NativeModInfo.Deconstruct(out string! Id, out bool Ok, out System.Collections.Generic.IReadOnlyDictionary<string!, uint>! Knowledge, out System.Collections.Generic.IReadOnlyList<Kiln.NativeQuestInfo!>! Quests, out System.Collections.Generic.IReadOnlyList<Kiln.NativeLineInfo!>! Lines, out System.Collections.Generic.IReadOnlyList<Kiln.NativeNpcInfo!>! Npcs, out System.Collections.Generic.IReadOnlyList<Kiln.NativeMarkerInfo!>! Markers, out System.Collections.Generic.IReadOnlyList<string!>! Errors, out System.Collections.Generic.IReadOnlyList<Kiln.NativeComputed!>! Computed) -> void
Kiln.NativeModInfo.Equals(Kiln.NativeModInfo? other) -> bool
Kiln.NativeModInfo.Errors.get -> System.Collections.Generic.IReadOnlyList<string!>!
Kiln.NativeModInfo.Errors.init -> void
Kiln.NativeModInfo.Id.get -> string!
Kiln.NativeModInfo.Id.init -> void
Kiln.NativeModInfo.Knowledge.get -> System.Collections.Generic.IReadOnlyDictionary<string!, uint>!
Kiln.NativeModInfo.Knowledge.init -> void
Kiln.NativeModInfo.Lines.get -> System.Collections.Generic.IReadOnlyList<Kiln.NativeLineInfo!>!
Kiln.NativeModInfo.Lines.init -> void
Kiln.NativeModInfo.Markers.get -> System.Collections.Generic.IReadOnlyList<Kiln.NativeMarkerInfo!>!
Kiln.NativeModInfo.Markers.init -> void
Kiln.NativeModInfo.NativeModInfo(string! Id, bool Ok, System.Collections.Generic.IReadOnlyDictionary<string!, uint>! Knowledge, System.Collections.Generic.IReadOnlyList<Kiln.NativeQuestInfo!>! Quests, System.Collections.Generic.IReadOnlyList<Kiln.NativeLineInfo!>! Lines, System.Collections.Generic.IReadOnlyList<Kiln.NativeNpcInfo!>! Npcs, System.Collections.Generic.IReadOnlyList<Kiln.NativeMarkerInfo!>! Markers, System.Collections.Generic.IReadOnlyList<string!>! Errors, System.Collections.Generic.IReadOnlyList<Kiln.NativeComputed!>! Computed) -> void
Kiln.NativeModInfo.Npcs.get -> System.Collections.Generic.IReadOnlyList<Kiln.NativeNpcInfo!>!
Kiln.NativeModInfo.Npcs.init -> void
Kiln.NativeModInfo.Ok.get -> bool
Kiln.NativeModInfo.Ok.init -> void
Kiln.NativeModInfo.Quests.get -> System.Collections.Generic.IReadOnlyList<Kiln.NativeQuestInfo!>!
Kiln.NativeModInfo.Quests.init -> void
Kiln.NativeNpcInfo
Kiln.NativeNpcInfo.<Clone>$() -> Kiln.NativeNpcInfo!
Kiln.NativeNpcInfo.Deconstruct(out string! Mod, out string! Id, out string! FullId, out string! Template, out System.Guid Guid, out bool IsClone, out uint NpcId, out bool Roster, out uint Unlock, out Kiln.NativePlacement? Place, out string! Dialogue, out string! SummonItem) -> void
Kiln.NativeNpcInfo.Dialogue.get -> string!
Kiln.NativeNpcInfo.Dialogue.init -> void
Kiln.NativeNpcInfo.Equals(Kiln.NativeNpcInfo? other) -> bool
Kiln.NativeNpcInfo.FullId.get -> string!
Kiln.NativeNpcInfo.FullId.init -> void
Kiln.NativeNpcInfo.Guid.get -> System.Guid
Kiln.NativeNpcInfo.Guid.init -> void
Kiln.NativeNpcInfo.Id.get -> string!
Kiln.NativeNpcInfo.Id.init -> void
Kiln.NativeNpcInfo.IsClone.get -> bool
Kiln.NativeNpcInfo.IsClone.init -> void
Kiln.NativeNpcInfo.Mod.get -> string!
Kiln.NativeNpcInfo.Mod.init -> void
Kiln.NativeNpcInfo.NativeNpcInfo(string! Mod, string! Id, string! FullId, string! Template, System.Guid Guid, bool IsClone, uint NpcId, bool Roster, uint Unlock, Kiln.NativePlacement? Place, string! Dialogue, string! SummonItem) -> void
Kiln.NativeNpcInfo.NpcId.get -> uint
Kiln.NativeNpcInfo.NpcId.init -> void
Kiln.NativeNpcInfo.Place.get -> Kiln.NativePlacement?
Kiln.NativeNpcInfo.Place.init -> void
Kiln.NativeNpcInfo.Roster.get -> bool
Kiln.NativeNpcInfo.Roster.init -> void
Kiln.NativeNpcInfo.SummonItem.get -> string!
Kiln.NativeNpcInfo.SummonItem.init -> void
Kiln.NativeNpcInfo.Template.get -> string!
Kiln.NativeNpcInfo.Template.init -> void
Kiln.NativeNpcInfo.Unlock.get -> uint
Kiln.NativeNpcInfo.Unlock.init -> void
Kiln.NativePlacement
Kiln.NativePlacement.<Clone>$() -> Kiln.NativePlacement!
Kiln.NativePlacement.Deconstruct(out Kiln.QuestPlace! Spec, out float Yaw, out bool Once, out bool? Unlock) -> void
Kiln.NativePlacement.Equals(Kiln.NativePlacement? other) -> bool
Kiln.NativePlacement.NativePlacement(Kiln.QuestPlace! Spec, float Yaw, bool Once, bool? Unlock) -> void
Kiln.NativePlacement.Once.get -> bool
Kiln.NativePlacement.Once.init -> void
Kiln.NativePlacement.Spec.get -> Kiln.QuestPlace!
Kiln.NativePlacement.Spec.init -> void
Kiln.NativePlacement.Unlock.get -> bool?
Kiln.NativePlacement.Unlock.init -> void
Kiln.NativePlacement.Yaw.get -> float
Kiln.NativePlacement.Yaw.init -> void
Kiln.NativeQuestInfo
Kiln.NativeQuestInfo.<Clone>$() -> Kiln.NativeQuestInfo!
Kiln.NativeQuestInfo.Active.get -> uint
Kiln.NativeQuestInfo.Active.init -> void
Kiln.NativeQuestInfo.Deconstruct(out string! Mod, out string! Id, out string! FullId, out string! Scope, out uint EntryId, out uint Started, out uint Active, out uint Done, out System.Collections.Generic.IReadOnlyList<Kiln.NativeStepInfo!>! Steps) -> void
Kiln.NativeQuestInfo.Done.get -> uint
Kiln.NativeQuestInfo.Done.init -> void
Kiln.NativeQuestInfo.EntryId.get -> uint
Kiln.NativeQuestInfo.EntryId.init -> void
Kiln.NativeQuestInfo.Equals(Kiln.NativeQuestInfo? other) -> bool
Kiln.NativeQuestInfo.FullId.get -> string!
Kiln.NativeQuestInfo.FullId.init -> void
Kiln.NativeQuestInfo.Id.get -> string!
Kiln.NativeQuestInfo.Id.init -> void
Kiln.NativeQuestInfo.Mod.get -> string!
Kiln.NativeQuestInfo.Mod.init -> void
Kiln.NativeQuestInfo.NativeQuestInfo(string! Mod, string! Id, string! FullId, string! Scope, uint EntryId, uint Started, uint Active, uint Done, System.Collections.Generic.IReadOnlyList<Kiln.NativeStepInfo!>! Steps) -> void
Kiln.NativeQuestInfo.Scope.get -> string!
Kiln.NativeQuestInfo.Scope.init -> void
Kiln.NativeQuestInfo.Started.get -> uint
Kiln.NativeQuestInfo.Started.init -> void
Kiln.NativeQuestInfo.Steps.get -> System.Collections.Generic.IReadOnlyList<Kiln.NativeStepInfo!>!
Kiln.NativeQuestInfo.Steps.init -> void
Kiln.NativeQuests
Kiln.NativeStepInfo
Kiln.NativeStepInfo.<Clone>$() -> Kiln.NativeStepInfo!
Kiln.NativeStepInfo.Active.get -> uint
Kiln.NativeStepInfo.Active.init -> void
Kiln.NativeStepInfo.Count.get -> uint
Kiln.NativeStepInfo.Count.init -> void
Kiln.NativeStepInfo.Deconstruct(out string! Id, out uint Visible, out uint Active, out uint Done, out uint Count, out int Total, out uint Ready) -> void
Kiln.NativeStepInfo.Done.get -> uint
Kiln.NativeStepInfo.Done.init -> void
Kiln.NativeStepInfo.Equals(Kiln.NativeStepInfo? other) -> bool
Kiln.NativeStepInfo.Id.get -> string!
Kiln.NativeStepInfo.Id.init -> void
Kiln.NativeStepInfo.NativeStepInfo(string! Id, uint Visible, uint Active, uint Done, uint Count = 0, int Total = 0, uint Ready = 0) -> void
Kiln.NativeStepInfo.Ready.get -> uint
Kiln.NativeStepInfo.Ready.init -> void
Kiln.NativeStepInfo.Total.get -> int
Kiln.NativeStepInfo.Total.init -> void
Kiln.NativeStepInfo.Visible.get -> uint
Kiln.NativeStepInfo.Visible.init -> void
Kiln.NativeWanted
Kiln.NativeWanted.Deconstruct(out string! Name, out uint Id, out uint Value) -> void
Kiln.NativeWanted.Equals(Kiln.NativeWanted other) -> bool
Kiln.NativeWanted.Id.get -> uint
Kiln.NativeWanted.Id.init -> void
Kiln.NativeWanted.Name.get -> string!
Kiln.NativeWanted.Name.init -> void
Kiln.NativeWanted.NativeWanted() -> void
Kiln.NativeWanted.NativeWanted(string! Name, uint Id, uint Value) -> void
Kiln.NativeWanted.Value.get -> uint
Kiln.NativeWanted.Value.init -> void
Kiln.Obelisk
Kiln.Obelisk.<Clone>$() -> Kiln.Obelisk!
Kiln.Obelisk.Deconstruct(out string! Id, out string! Region, out Kiln.WorldPosition? Position, out Kiln.ProgressFact! Reading) -> void
Kiln.Obelisk.Equals(Kiln.Obelisk? other) -> bool
Kiln.Obelisk.Id.get -> string!
Kiln.Obelisk.Id.init -> void
Kiln.Obelisk.Obelisk(string! Id, string! Region, Kiln.WorldPosition? Position, Kiln.ProgressFact! Reading) -> void
Kiln.Obelisk.Position.get -> Kiln.WorldPosition?
Kiln.Obelisk.Position.init -> void
Kiln.Obelisk.ReadBy(Kiln.Player! player) -> bool?
Kiln.Obelisk.Reading.get -> Kiln.ProgressFact!
Kiln.Obelisk.Reading.init -> void
Kiln.Obelisk.Region.get -> string!
Kiln.Obelisk.Region.init -> void
Kiln.ProgressFact
Kiln.ProgressFact.<Clone>$() -> Kiln.ProgressFact!
Kiln.ProgressFact.Deconstruct(out Kiln.KnowledgeQuery Query, out Kiln.ProgressScope Scope) -> void
Kiln.ProgressFact.Equals(Kiln.ProgressFact? other) -> bool
Kiln.ProgressFact.Holds(Kiln.EntityId target) -> bool?
Kiln.ProgressFact.Holds(Kiln.Player! player) -> bool?
Kiln.ProgressFact.Id.get -> uint
Kiln.ProgressFact.ProgressFact(Kiln.KnowledgeQuery Query, Kiln.ProgressScope Scope) -> void
Kiln.ProgressFact.Query.get -> Kiln.KnowledgeQuery
Kiln.ProgressFact.Query.init -> void
Kiln.ProgressFact.Scope.get -> Kiln.ProgressScope
Kiln.ProgressFact.Scope.init -> void
Kiln.ProgressScope
Kiln.ProgressScope.Both = 2 -> Kiln.ProgressScope
Kiln.ProgressScope.Character = 1 -> Kiln.ProgressScope
Kiln.ProgressScope.World = 0 -> Kiln.ProgressScope
Kiln.QuestAction
Kiln.QuestAction.At.get -> Kiln.WorldPosition?
Kiln.QuestAction.At.set -> void
Kiln.QuestAction.BindNpc.get -> string?
Kiln.QuestAction.BindNpc.set -> void
Kiln.QuestAction.Clear.get -> bool
Kiln.QuestAction.Clear.set -> void
Kiln.QuestAction.Count.get -> int
Kiln.QuestAction.Count.set -> void
Kiln.QuestAction.Exact.get -> bool
Kiln.QuestAction.Exact.set -> void
Kiln.QuestAction.Force.get -> bool
Kiln.QuestAction.Force.set -> void
Kiln.QuestAction.Kind.get -> Kiln.QuestActionKind
Kiln.QuestAction.Kind.init -> void
Kiln.QuestAction.Name.get -> string?
Kiln.QuestAction.Name.set -> void
Kiln.QuestAction.Node.get -> string?
Kiln.QuestAction.Node.set -> void
Kiln.QuestAction.Offset.get -> Kiln.WorldPosition?
Kiln.QuestAction.Offset.set -> void
Kiln.QuestAction.QuestAction() -> void
Kiln.QuestAction.Run.get -> System.Func<Kiln.QuestActionContext!, System.Threading.Tasks.Task!>?
Kiln.QuestAction.Run.set -> void
Kiln.QuestAction.Tag.get -> string?
Kiln.QuestAction.Tag.set -> void
Kiln.QuestAction.Target.get -> string?
Kiln.QuestAction.Target.set -> void
Kiln.QuestAction.Text.get -> Kiln.UiText?
Kiln.QuestAction.Text.set -> void
Kiln.QuestAction.ToastKind.get -> string?
Kiln.QuestAction.ToastKind.set -> void
Kiln.QuestAction.Transient.get -> bool
Kiln.QuestAction.Transient.set -> void
Kiln.QuestAction.Value.get -> uint
Kiln.QuestAction.Value.set -> void
Kiln.QuestAction.Yaw.get -> double
Kiln.QuestAction.Yaw.set -> void
Kiln.QuestActionContext
Kiln.QuestActionContext.<Clone>$() -> Kiln.QuestActionContext!
Kiln.QuestActionContext.Deconstruct(out Kiln.QuestHolder Holder, out Kiln.QuestDefinition? Quest, out Kiln.EntityId Npc, out string! ModId) -> void
Kiln.QuestActionContext.Equals(Kiln.QuestActionContext? other) -> bool
Kiln.QuestActionContext.Holder.get -> Kiln.QuestHolder
Kiln.QuestActionContext.Holder.init -> void
Kiln.QuestActionContext.ModId.get -> string!
Kiln.QuestActionContext.ModId.init -> void
Kiln.QuestActionContext.Npc.get -> Kiln.EntityId
Kiln.QuestActionContext.Npc.init -> void
Kiln.QuestActionContext.Player.get -> Kiln.Player?
Kiln.QuestActionContext.Quest.get -> Kiln.QuestDefinition?
Kiln.QuestActionContext.Quest.init -> void
Kiln.QuestActionContext.QuestActionContext(Kiln.QuestHolder Holder, Kiln.QuestDefinition? Quest, Kiln.EntityId Npc, string! ModId) -> void
Kiln.QuestActionKind
Kiln.QuestActionKind.Advance = 8 -> Kiln.QuestActionKind
Kiln.QuestActionKind.Call = 18 -> Kiln.QuestActionKind
Kiln.QuestActionKind.Chat = 13 -> Kiln.QuestActionKind
Kiln.QuestActionKind.Complete = 6 -> Kiln.QuestActionKind
Kiln.QuestActionKind.Despawn = 11 -> Kiln.QuestActionKind
Kiln.QuestActionKind.Fail = 7 -> Kiln.QuestActionKind
Kiln.QuestActionKind.Give = 0 -> Kiln.QuestActionKind
Kiln.QuestActionKind.Knowledge = 3 -> Kiln.QuestActionKind
Kiln.QuestActionKind.Reset = 9 -> Kiln.QuestActionKind
Kiln.QuestActionKind.Revoke = 4 -> Kiln.QuestActionKind
Kiln.QuestActionKind.Signal = 17 -> Kiln.QuestActionKind
Kiln.QuestActionKind.Spawn = 10 -> Kiln.QuestActionKind
Kiln.QuestActionKind.Start = 5 -> Kiln.QuestActionKind
Kiln.QuestActionKind.Take = 1 -> Kiln.QuestActionKind
Kiln.QuestActionKind.Talk = 16 -> Kiln.QuestActionKind
Kiln.QuestActionKind.Teleport = 12 -> Kiln.QuestActionKind
Kiln.QuestActionKind.Toast = 14 -> Kiln.QuestActionKind
Kiln.QuestActionKind.Waypoint = 15 -> Kiln.QuestActionKind
Kiln.QuestActionKind.Xp = 2 -> Kiln.QuestActionKind
Kiln.QuestBook
Kiln.QuestBook.QuestBook() -> void
Kiln.QuestBook.Quests.get -> System.Collections.Generic.Dictionary<string!, Kiln.QuestRecord!>!
Kiln.QuestBook.Quests.set -> void
Kiln.QuestBook.Revision.get -> long
Kiln.QuestBook.Revision.set -> void
Kiln.QuestBook.Tracked.get -> string?
Kiln.QuestBook.Tracked.set -> void
Kiln.QuestCancelableEvent
Kiln.QuestCancelableEvent.Holder.get -> Kiln.QuestHolder
Kiln.QuestCancelableEvent.Player.get -> Kiln.Player?
Kiln.QuestCancelableEvent.Quest.get -> Kiln.QuestDefinition!
Kiln.QuestCompletedEvent
Kiln.QuestCondition
Kiln.QuestCondition.Children.get -> System.Collections.Generic.List<Kiln.QuestCondition!>!
Kiln.QuestCondition.Children.set -> void
Kiln.QuestCondition.Count.get -> int
Kiln.QuestCondition.Count.set -> void
Kiln.QuestCondition.Is.get -> string?
Kiln.QuestCondition.Is.set -> void
Kiln.QuestCondition.Kind.get -> Kiln.QuestConditionKind
Kiln.QuestCondition.Kind.init -> void
Kiln.QuestCondition.Name.get -> string?
Kiln.QuestCondition.Name.set -> void
Kiln.QuestCondition.Predicate.get -> System.Func<Kiln.QuestContext!, bool>?
Kiln.QuestCondition.Predicate.set -> void
Kiln.QuestCondition.QuestCondition() -> void
Kiln.QuestConditionKind
Kiln.QuestConditionKind.All = 5 -> Kiln.QuestConditionKind
Kiln.QuestConditionKind.Any = 6 -> Kiln.QuestConditionKind
Kiln.QuestConditionKind.Item = 4 -> Kiln.QuestConditionKind
Kiln.QuestConditionKind.Knowledge = 0 -> Kiln.QuestConditionKind
Kiln.QuestConditionKind.Level = 1 -> Kiln.QuestConditionKind
Kiln.QuestConditionKind.Not = 7 -> Kiln.QuestConditionKind
Kiln.QuestConditionKind.Predicate = 8 -> Kiln.QuestConditionKind
Kiln.QuestConditionKind.Quest = 2 -> Kiln.QuestConditionKind
Kiln.QuestConditionKind.Step = 3 -> Kiln.QuestConditionKind
Kiln.QuestContext
Kiln.QuestContext.<Clone>$() -> Kiln.QuestContext!
Kiln.QuestContext.Deconstruct(out Kiln.QuestHolder Holder, out Kiln.QuestDefinition? Quest, out Kiln.EntityId Npc, out string! ModId) -> void
Kiln.QuestContext.Equals(Kiln.QuestContext? other) -> bool
Kiln.QuestContext.Holder.get -> Kiln.QuestHolder
Kiln.QuestContext.Holder.init -> void
Kiln.QuestContext.ModId.get -> string!
Kiln.QuestContext.ModId.init -> void
Kiln.QuestContext.Npc.get -> Kiln.EntityId
Kiln.QuestContext.Npc.init -> void
Kiln.QuestContext.Player.get -> Kiln.Player?
Kiln.QuestContext.Quest.get -> Kiln.QuestDefinition?
Kiln.QuestContext.Quest.init -> void
Kiln.QuestContext.QuestContext(Kiln.QuestHolder Holder, Kiln.QuestDefinition? Quest, Kiln.EntityId Npc, string! ModId) -> void
Kiln.QuestDefinition
Kiln.QuestDefinition.Abandonable.get -> bool
Kiln.QuestDefinition.Abandonable.set -> void
Kiln.QuestDefinition.Auto.get -> bool
Kiln.QuestDefinition.Auto.set -> void
Kiln.QuestDefinition.Description.get -> Kiln.UiText?
Kiln.QuestDefinition.Description.set -> void
Kiln.QuestDefinition.FullId.get -> string!
Kiln.QuestDefinition.Giver.get -> string?
Kiln.QuestDefinition.Giver.set -> void
Kiln.QuestDefinition.Hidden.get -> bool
Kiln.QuestDefinition.Hidden.set -> void
Kiln.QuestDefinition.Id.get -> string!
Kiln.QuestDefinition.Id.init -> void
Kiln.QuestDefinition.Journal.get -> Kiln.QuestJournalMode
Kiln.QuestDefinition.Journal.set -> void
Kiln.QuestDefinition.Main.get -> bool
Kiln.QuestDefinition.Main.set -> void
Kiln.QuestDefinition.ModId.get -> string!
Kiln.QuestDefinition.Name.get -> Kiln.UiText!
Kiln.QuestDefinition.Name.set -> void
Kiln.QuestDefinition.OnFail.get -> System.Collections.Generic.List<Kiln.QuestAction!>!
Kiln.QuestDefinition.OnFail.set -> void
Kiln.QuestDefinition.OnStart.get -> System.Collections.Generic.List<Kiln.QuestAction!>!
Kiln.QuestDefinition.OnStart.set -> void
Kiln.QuestDefinition.PartyRadius.get -> double
Kiln.QuestDefinition.PartyRadius.set -> void
Kiln.QuestDefinition.Priority.get -> int?
Kiln.QuestDefinition.Priority.set -> void
Kiln.QuestDefinition.QuestDefinition() -> void
Kiln.QuestDefinition.Repeatable.get -> bool
Kiln.QuestDefinition.Repeatable.set -> void
Kiln.QuestDefinition.Requires.get -> System.Collections.Generic.List<Kiln.QuestCondition!>!
Kiln.QuestDefinition.Requires.set -> void
Kiln.QuestDefinition.Retryable.get -> bool
Kiln.QuestDefinition.Retryable.set -> void
Kiln.QuestDefinition.Rewards.get -> System.Collections.Generic.List<Kiln.QuestAction!>!
Kiln.QuestDefinition.Rewards.set -> void
Kiln.QuestDefinition.Scope.get -> Kiln.QuestScope
Kiln.QuestDefinition.Scope.set -> void
Kiln.QuestDefinition.Source.get -> string?
Kiln.QuestDefinition.Source.set -> void
Kiln.QuestDefinition.Step(string! id) -> Kiln.QuestStep?
Kiln.QuestDefinition.Steps.get -> System.Collections.Generic.List<Kiln.QuestStep!>!
Kiln.QuestDefinition.Steps.set -> void
Kiln.QuestEngineStatus
Kiln.QuestEngineStatus.<Clone>$() -> Kiln.QuestEngineStatus!
Kiln.QuestEngineStatus.ActionFailures.get -> ulong
Kiln.QuestEngineStatus.ActionFailures.init -> void
Kiln.QuestEngineStatus.Actions.get -> ulong
Kiln.QuestEngineStatus.Actions.init -> void
Kiln.QuestEngineStatus.Channel.get -> bool
Kiln.QuestEngineStatus.Conversations.get -> int
Kiln.QuestEngineStatus.Conversations.init -> void
Kiln.QuestEngineStatus.Deconstruct(out bool Started, out bool ServerSide, out int Quests, out int Dialogues, out int Npcs, out int Conversations, out int Errors, out ulong Transitions, out ulong Actions, out ulong ActionFailures, out bool Waypoints, out System.Collections.Generic.IReadOnlyList<string!>! LoadErrors) -> void
Kiln.QuestEngineStatus.Dialogues.get -> int
Kiln.QuestEngineStatus.Dialogues.init -> void
Kiln.QuestEngineStatus.Equals(Kiln.QuestEngineStatus? other) -> bool
Kiln.QuestEngineStatus.Errors.get -> int
Kiln.QuestEngineStatus.Errors.init -> void
Kiln.QuestEngineStatus.LoadErrors.get -> System.Collections.Generic.IReadOnlyList<string!>!
Kiln.QuestEngineStatus.LoadErrors.init -> void
Kiln.QuestEngineStatus.Npcs.get -> int
Kiln.QuestEngineStatus.Npcs.init -> void
Kiln.QuestEngineStatus.QuestEngineStatus(bool Started, bool ServerSide, int Quests, int Dialogues, int Npcs, int Conversations, int Errors, ulong Transitions, ulong Actions, ulong ActionFailures, bool Waypoints, System.Collections.Generic.IReadOnlyList<string!>! LoadErrors) -> void
Kiln.QuestEngineStatus.Quests.get -> int
Kiln.QuestEngineStatus.Quests.init -> void
Kiln.QuestEngineStatus.ServerSide.get -> bool
Kiln.QuestEngineStatus.ServerSide.init -> void
Kiln.QuestEngineStatus.Started.get -> bool
Kiln.QuestEngineStatus.Started.init -> void
Kiln.QuestEngineStatus.Transitions.get -> ulong
Kiln.QuestEngineStatus.Transitions.init -> void
Kiln.QuestEngineStatus.Waypoints.get -> bool
Kiln.QuestEngineStatus.Waypoints.init -> void
Kiln.QuestEntry
Kiln.QuestEntry.<Clone>$() -> Kiln.QuestEntry!
Kiln.QuestEntry.Active.get -> bool
Kiln.QuestEntry.Deconstruct(out string! Id, out string? Name, out Kiln.QuestKind Kind, out Kiln.QuestStatus Status, out int Step, out int Steps, out string? StepId, out uint NameTag, out Kiln.JournalQuest? Journal, out Kiln.QuestDefinition? Definition) -> void
Kiln.QuestEntry.Definition.get -> Kiln.QuestDefinition?
Kiln.QuestEntry.Definition.init -> void
Kiln.QuestEntry.Done.get -> bool
Kiln.QuestEntry.Equals(Kiln.QuestEntry? other) -> bool
Kiln.QuestEntry.Id.get -> string!
Kiln.QuestEntry.Id.init -> void
Kiln.QuestEntry.Journal.get -> Kiln.JournalQuest?
Kiln.QuestEntry.Journal.init -> void
Kiln.QuestEntry.Kind.get -> Kiln.QuestKind
Kiln.QuestEntry.Kind.init -> void
Kiln.QuestEntry.Name.get -> string?
Kiln.QuestEntry.Name.init -> void
Kiln.QuestEntry.NameTag.get -> uint
Kiln.QuestEntry.NameTag.init -> void
Kiln.QuestEntry.QuestEntry(string! Id, string? Name, Kiln.QuestKind Kind, Kiln.QuestStatus Status, int Step, int Steps, string? StepId, uint NameTag, Kiln.JournalQuest? Journal, Kiln.QuestDefinition? Definition) -> void
Kiln.QuestEntry.Status.get -> Kiln.QuestStatus
Kiln.QuestEntry.Status.init -> void
Kiln.QuestEntry.Step.get -> int
Kiln.QuestEntry.Step.init -> void
Kiln.QuestEntry.StepId.get -> string?
Kiln.QuestEntry.StepId.init -> void
Kiln.QuestEntry.Steps.get -> int
Kiln.QuestEntry.Steps.init -> void
Kiln.QuestFailedEvent
Kiln.QuestFailedEvent.Reason.get -> string!
Kiln.QuestHolder
Kiln.QuestHolder.Account.get -> ulong
Kiln.QuestHolder.Account.init -> void
Kiln.QuestHolder.Character.get -> Kiln.CharacterKey
Kiln.QuestHolder.Character.init -> void
Kiln.QuestHolder.Deconstruct(out string! Key, out ulong Account, out Kiln.EntityId Entity) -> void
Kiln.QuestHolder.Entity.get -> Kiln.EntityId
Kiln.QuestHolder.Entity.init -> void
Kiln.QuestHolder.Equals(Kiln.QuestHolder other) -> bool
Kiln.QuestHolder.IsNone.get -> bool
Kiln.QuestHolder.IsWorld.get -> bool
Kiln.QuestHolder.Key.get -> string!
Kiln.QuestHolder.Key.init -> void
Kiln.QuestHolder.QuestHolder() -> void
Kiln.QuestHolder.QuestHolder(string! Key, ulong Account, Kiln.EntityId Entity) -> void
Kiln.QuestInput
Kiln.QuestJournalMode
Kiln.QuestJournalMode.Chat = 0 -> Kiln.QuestJournalMode
Kiln.QuestJournalMode.Native = 2 -> Kiln.QuestJournalMode
Kiln.QuestKind
Kiln.QuestKind.Kiln = 1 -> Kiln.QuestKind
Kiln.QuestKind.Vanilla = 0 -> Kiln.QuestKind
Kiln.QuestLog
Kiln.QuestLog.Active.get -> System.Collections.Generic.IEnumerable<Kiln.QuestEntry!>!
Kiln.QuestLog.All.get -> System.Collections.Generic.IReadOnlyList<Kiln.QuestEntry!>!
Kiln.QuestLog.Completed.get -> System.Collections.Generic.IEnumerable<Kiln.QuestEntry!>!
Kiln.QuestLog.Find(string! idOrName) -> Kiln.QuestEntry?
Kiln.QuestLog.Kiln.get -> System.Collections.Generic.IEnumerable<Kiln.QuestEntry!>!
Kiln.QuestLog.Player.get -> Kiln.EntityId
Kiln.QuestLog.StatusOf(string! idOrName) -> Kiln.QuestStatus
Kiln.QuestLog.Vanilla.get -> System.Collections.Generic.IEnumerable<Kiln.QuestEntry!>!
Kiln.QuestMarker
Kiln.QuestMarker.<Clone>$() -> Kiln.QuestMarker!
Kiln.QuestMarker.At.get -> Kiln.WorldPosition?
Kiln.QuestMarker.At.init -> void
Kiln.QuestMarker.Base.get -> string?
Kiln.QuestMarker.Base.init -> void
Kiln.QuestMarker.Deconstruct(out Kiln.WorldPosition? At, out double Radius, out bool Waypoint, out Kiln.UiText? Name, out string? Base) -> void
Kiln.QuestMarker.Equals(Kiln.QuestMarker? other) -> bool
Kiln.QuestMarker.Name.get -> Kiln.UiText?
Kiln.QuestMarker.Name.init -> void
Kiln.QuestMarker.QuestMarker(Kiln.WorldPosition? At = null, double Radius = 0, bool Waypoint = true, Kiln.UiText? Name = null, string? Base = null) -> void
Kiln.QuestMarker.Radius.get -> double
Kiln.QuestMarker.Radius.init -> void
Kiln.QuestMarker.Waypoint.get -> bool
Kiln.QuestMarker.Waypoint.init -> void
Kiln.QuestNpcDefinition
Kiln.QuestNpcDefinition.At.get -> Kiln.WorldPosition?
Kiln.QuestNpcDefinition.At.set -> void
Kiln.QuestNpcDefinition.Clone.get -> bool
Kiln.QuestNpcDefinition.Clone.set -> void
Kiln.QuestNpcDefinition.CloneGuid.get -> System.Guid?
Kiln.QuestNpcDefinition.CloneGuid.set -> void
Kiln.QuestNpcDefinition.CloneName.get -> string?
Kiln.QuestNpcDefinition.CloneName.set -> void
Kiln.QuestNpcDefinition.Dialogue.get -> string?
Kiln.QuestNpcDefinition.Dialogue.set -> void
Kiln.QuestNpcDefinition.FullId.get -> string!
Kiln.QuestNpcDefinition.Id.get -> string!
Kiln.QuestNpcDefinition.Id.init -> void
Kiln.QuestNpcDefinition.ModId.get -> string!
Kiln.QuestNpcDefinition.Name.get -> Kiln.UiText?
Kiln.QuestNpcDefinition.Name.set -> void
Kiln.QuestNpcDefinition.Place.get -> Kiln.QuestPlace?
Kiln.QuestNpcDefinition.Place.set -> void
Kiln.QuestNpcDefinition.QuestNpcDefinition() -> void
Kiln.QuestNpcDefinition.TalkRange.get -> double
Kiln.QuestNpcDefinition.TalkRange.set -> void
Kiln.QuestNpcDefinition.Template.get -> string?
Kiln.QuestNpcDefinition.Template.set -> void
Kiln.QuestObjective
Kiln.QuestObjective.At.get -> Kiln.WorldPosition?
Kiln.QuestObjective.At.set -> void
Kiln.QuestObjective.Count.get -> int
Kiln.QuestObjective.Count.set -> void
Kiln.QuestObjective.CountDestroyed.get -> bool
Kiln.QuestObjective.CountDestroyed.set -> void
Kiln.QuestObjective.Family.get -> string?
Kiln.QuestObjective.Family.set -> void
Kiln.QuestObjective.Item.get -> string?
Kiln.QuestObjective.Item.set -> void
Kiln.QuestObjective.Kind.get -> Kiln.QuestObjectiveKind
Kiln.QuestObjective.Kind.init -> void
Kiln.QuestObjective.Knowledge.get -> string?
Kiln.QuestObjective.Knowledge.set -> void
Kiln.QuestObjective.Line.get -> string?
Kiln.QuestObjective.Line.set -> void
Kiln.QuestObjective.Marker.get -> string?
Kiln.QuestObjective.Marker.set -> void
Kiln.QuestObjective.Near.get -> Kiln.WorldPosition?
Kiln.QuestObjective.Near.set -> void
Kiln.QuestObjective.Node.get -> string?
Kiln.QuestObjective.Node.set -> void
Kiln.QuestObjective.Npc.get -> string?
Kiln.QuestObjective.Npc.set -> void
Kiln.QuestObjective.Offset.get -> Kiln.WorldPosition?
Kiln.QuestObjective.Offset.set -> void
Kiln.QuestObjective.Progress.get -> System.Func<Kiln.QuestContext!, int>?
Kiln.QuestObjective.Progress.set -> void
Kiln.QuestObjective.QuestObjective() -> void
Kiln.QuestObjective.Radius.get -> double
Kiln.QuestObjective.Radius.set -> void
Kiln.QuestObjective.Recipe.get -> string?
Kiln.QuestObjective.Recipe.set -> void
Kiln.QuestObjective.Signal.get -> string?
Kiln.QuestObjective.Signal.set -> void
Kiln.QuestObjective.Site.get -> bool
Kiln.QuestObjective.Site.set -> void
Kiln.QuestObjective.Tag.get -> string?
Kiln.QuestObjective.Tag.set -> void
Kiln.QuestObjective.Template.get -> string?
Kiln.QuestObjective.Template.set -> void
Kiln.QuestObjective.Text.get -> Kiln.UiText?
Kiln.QuestObjective.Text.set -> void
Kiln.QuestObjective.To.get -> string?
Kiln.QuestObjective.To.set -> void
Kiln.QuestObjectiveKind
Kiln.QuestObjectiveKind.Build = 6 -> Kiln.QuestObjectiveKind
Kiln.QuestObjectiveKind.Collect = 1 -> Kiln.QuestObjectiveKind
Kiln.QuestObjectiveKind.Craft = 5 -> Kiln.QuestObjectiveKind
Kiln.QuestObjectiveKind.Custom = 8 -> Kiln.QuestObjectiveKind
Kiln.QuestObjectiveKind.Deliver = 2 -> Kiln.QuestObjectiveKind
Kiln.QuestObjectiveKind.Kill = 0 -> Kiln.QuestObjectiveKind
Kiln.QuestObjectiveKind.Knowledge = 7 -> Kiln.QuestObjectiveKind
Kiln.QuestObjectiveKind.Reach = 3 -> Kiln.QuestObjectiveKind
Kiln.QuestObjectiveKind.Talk = 4 -> Kiln.QuestObjectiveKind
Kiln.QuestObjectiveProgressEvent
Kiln.QuestObjectiveProgressEvent.Holder.get -> Kiln.QuestHolder
Kiln.QuestObjectiveProgressEvent.Index.get -> int
Kiln.QuestObjectiveProgressEvent.Objective.get -> Kiln.QuestObjective!
Kiln.QuestObjectiveProgressEvent.OldValue.get -> int
Kiln.QuestObjectiveProgressEvent.Quest.get -> Kiln.QuestDefinition!
Kiln.QuestObjectiveProgressEvent.Step.get -> Kiln.QuestStep!
Kiln.QuestObjectiveProgressEvent.Target.get -> int
Kiln.QuestObjectiveProgressEvent.Value.get -> int
Kiln.QuestPlace
Kiln.QuestPlace.At.get -> Kiln.WorldPosition?
Kiln.QuestPlace.At.set -> void
Kiln.QuestPlace.BaseMargin.get -> double
Kiln.QuestPlace.BaseMargin.set -> void
Kiln.QuestPlace.Exact.get -> bool
Kiln.QuestPlace.Exact.set -> void
Kiln.QuestPlace.InBase.get -> bool
Kiln.QuestPlace.InBase.set -> void
Kiln.QuestPlace.MaxDistance.get -> double
Kiln.QuestPlace.MaxDistance.set -> void
Kiln.QuestPlace.MinDistance.get -> double
Kiln.QuestPlace.MinDistance.set -> void
Kiln.QuestPlace.NearNpc.get -> string?
Kiln.QuestPlace.NearNpc.set -> void
Kiln.QuestPlace.NearPlayer.get -> bool
Kiln.QuestPlace.NearPlayer.set -> void
Kiln.QuestPlace.QuestPlace() -> void
Kiln.QuestProgress
Kiln.QuestProgress.<Clone>$() -> Kiln.QuestProgress!
Kiln.QuestProgress.Completions.get -> int
Kiln.QuestProgress.Completions.init -> void
Kiln.QuestProgress.Counter(int objective = 0) -> int
Kiln.QuestProgress.Counters.get -> System.Collections.Generic.IReadOnlyDictionary<string!, int>!
Kiln.QuestProgress.Counters.init -> void
Kiln.QuestProgress.Deconstruct(out Kiln.QuestDefinition! Quest, out Kiln.QuestHolder Holder, out Kiln.QuestStatus Status, out string? StepId, out int StepIndex, out System.Collections.Generic.IReadOnlyDictionary<string!, int>! Counters, out int Completions) -> void
Kiln.QuestProgress.Equals(Kiln.QuestProgress? other) -> bool
Kiln.QuestProgress.Holder.get -> Kiln.QuestHolder
Kiln.QuestProgress.Holder.init -> void
Kiln.QuestProgress.Quest.get -> Kiln.QuestDefinition!
Kiln.QuestProgress.Quest.init -> void
Kiln.QuestProgress.QuestProgress(Kiln.QuestDefinition! Quest, Kiln.QuestHolder Holder, Kiln.QuestStatus Status, string? StepId, int StepIndex, System.Collections.Generic.IReadOnlyDictionary<string!, int>! Counters, int Completions) -> void
Kiln.QuestProgress.Status.get -> Kiln.QuestStatus
Kiln.QuestProgress.Status.init -> void
Kiln.QuestProgress.StepId.get -> string?
Kiln.QuestProgress.StepId.init -> void
Kiln.QuestProgress.StepIndex.get -> int
Kiln.QuestProgress.StepIndex.init -> void
Kiln.QuestRecord
Kiln.QuestRecord.Completions.get -> int
Kiln.QuestRecord.Completions.set -> void
Kiln.QuestRecord.Counters.get -> System.Collections.Generic.Dictionary<string!, int>!
Kiln.QuestRecord.Counters.set -> void
Kiln.QuestRecord.EnteredAt.get -> long
Kiln.QuestRecord.EnteredAt.set -> void
Kiln.QuestRecord.FinishedAt.get -> long
Kiln.QuestRecord.FinishedAt.set -> void
Kiln.QuestRecord.QuestRecord() -> void
Kiln.QuestRecord.RewardsPending.get -> bool
Kiln.QuestRecord.RewardsPending.set -> void
Kiln.QuestRecord.StartedAt.get -> long
Kiln.QuestRecord.StartedAt.set -> void
Kiln.QuestRecord.Status.get -> Kiln.QuestStatus
Kiln.QuestRecord.Status.set -> void
Kiln.QuestRecord.StepId.get -> string?
Kiln.QuestRecord.StepId.set -> void
Kiln.QuestRecord.StepIndex.get -> int
Kiln.QuestRecord.StepIndex.set -> void
Kiln.QuestRecord.StepOrigin.get -> double[]?
Kiln.QuestRecord.StepOrigin.set -> void
Kiln.QuestResult
Kiln.QuestResult.<Clone>$() -> Kiln.QuestResult!
Kiln.QuestResult.Deconstruct(out bool Ok, out string! Reason, out Kiln.QuestStatus Status) -> void
Kiln.QuestResult.Equals(Kiln.QuestResult? other) -> bool
Kiln.QuestResult.Ok.get -> bool
Kiln.QuestResult.Ok.init -> void
Kiln.QuestResult.QuestResult(bool Ok, string! Reason, Kiln.QuestStatus Status) -> void
Kiln.QuestResult.Reason.get -> string!
Kiln.QuestResult.Reason.init -> void
Kiln.QuestResult.Status.get -> Kiln.QuestStatus
Kiln.QuestResult.Status.init -> void
Kiln.QuestScope
Kiln.QuestScope.Party = 1 -> Kiln.QuestScope
Kiln.QuestScope.Player = 0 -> Kiln.QuestScope
Kiln.QuestScope.World = 2 -> Kiln.QuestScope
Kiln.QuestSource
Kiln.QuestSource.Alchemist = 3 -> Kiln.QuestSource
Kiln.QuestSource.AncientLands = 19 -> Kiln.QuestSource
Kiln.QuestSource.AncientResearcher = 12 -> Kiln.QuestSource
Kiln.QuestSource.Barber = 10 -> Kiln.QuestSource
Kiln.QuestSource.Bard = 8 -> Kiln.QuestSource
Kiln.QuestSource.Blacksmith = 2 -> Kiln.QuestSource
Kiln.QuestSource.Carpenter = 6 -> Kiln.QuestSource
Kiln.QuestSource.ChineseNewYearTrader = 9 -> Kiln.QuestSource
Kiln.QuestSource.ColdHeights = 17 -> Kiln.QuestSource
Kiln.QuestSource.CryptKeeper = 7 -> Kiln.QuestSource
Kiln.QuestSource.Deepforest = 14 -> Kiln.QuestSource
Kiln.QuestSource.Desert = 16 -> Kiln.QuestSource
Kiln.QuestSource.Farmer = 5 -> Kiln.QuestSource
Kiln.QuestSource.Fisher = 11 -> Kiln.QuestSource
Kiln.QuestSource.Flame = 1 -> Kiln.QuestSource
Kiln.QuestSource.Grassland = 13 -> Kiln.QuestSource
Kiln.QuestSource.Huntress = 4 -> Kiln.QuestSource
Kiln.QuestSource.None = 0 -> Kiln.QuestSource
Kiln.QuestSource.Steppes = 15 -> Kiln.QuestSource
Kiln.QuestSource.Wetlands = 18 -> Kiln.QuestSource
Kiln.QuestSpawn
Kiln.QuestSpawn.Count.get -> int
Kiln.QuestSpawn.Count.set -> void
Kiln.QuestSpawn.Level.get -> int
Kiln.QuestSpawn.Level.set -> void
Kiln.QuestSpawn.Place.get -> Kiln.QuestPlace?
Kiln.QuestSpawn.Place.set -> void
Kiln.QuestSpawn.QuestSpawn() -> void
Kiln.QuestSpawn.Retries.get -> int
Kiln.QuestSpawn.Retries.set -> void
Kiln.QuestSpawn.Spread.get -> double
Kiln.QuestSpawn.Spread.set -> void
Kiln.QuestSpawn.Tag.get -> string?
Kiln.QuestSpawn.Tag.set -> void
Kiln.QuestSpawn.Template.get -> string!
Kiln.QuestSpawn.Template.init -> void
Kiln.QuestStartedEvent
Kiln.QuestStateChangedEvent
Kiln.QuestStateChangedEvent.Holder.get -> Kiln.QuestHolder
Kiln.QuestStateChangedEvent.OldStatus.get -> Kiln.QuestStatus
Kiln.QuestStateChangedEvent.Quest.get -> Kiln.QuestDefinition!
Kiln.QuestStateChangedEvent.Status.get -> Kiln.QuestStatus
Kiln.QuestStateChangedEvent.StepId.get -> string?
Kiln.QuestStateChangedEvent.StepIndex.get -> int
Kiln.QuestStatus
Kiln.QuestStatus.Active = 2 -> Kiln.QuestStatus
Kiln.QuestStatus.Available = 1 -> Kiln.QuestStatus
Kiln.QuestStatus.Done = 3 -> Kiln.QuestStatus
Kiln.QuestStatus.Failed = 4 -> Kiln.QuestStatus
Kiln.QuestStatus.Locked = 0 -> Kiln.QuestStatus
Kiln.QuestStatusChangedEvent
Kiln.QuestStatusChangedEvent.NewStatus.get -> Kiln.QuestStatus
Kiln.QuestStatusChangedEvent.NewStep.get -> int
Kiln.QuestStatusChangedEvent.OldStatus.get -> Kiln.QuestStatus
Kiln.QuestStatusChangedEvent.OldStep.get -> int
Kiln.QuestStatusChangedEvent.Player.get -> Kiln.Player?
Kiln.QuestStatusChangedEvent.PlayerEntity.get -> Kiln.EntityId
Kiln.QuestStatusChangedEvent.Quest.get -> Kiln.QuestEntry!
Kiln.QuestStep
Kiln.QuestStep.Id.get -> string!
Kiln.QuestStep.Id.init -> void
Kiln.QuestStep.Marker.get -> Kiln.QuestMarker?
Kiln.QuestStep.Marker.set -> void
Kiln.QuestStep.NoMarker.get -> bool
Kiln.QuestStep.NoMarker.set -> void
Kiln.QuestStep.Objectives.get -> System.Collections.Generic.List<Kiln.QuestObjective!>!
Kiln.QuestStep.Objectives.set -> void
Kiln.QuestStep.OnDone.get -> System.Collections.Generic.List<Kiln.QuestAction!>!
Kiln.QuestStep.OnDone.set -> void
Kiln.QuestStep.OnEnter.get -> System.Collections.Generic.List<Kiln.QuestAction!>!
Kiln.QuestStep.OnEnter.set -> void
Kiln.QuestStep.QuestStep() -> void
Kiln.QuestStep.RecommendedLevel.get -> int
Kiln.QuestStep.RecommendedLevel.set -> void
Kiln.QuestStep.Site.get -> Kiln.QuestPlace?
Kiln.QuestStep.Site.set -> void
Kiln.QuestStep.Spawns.get -> System.Collections.Generic.List<Kiln.QuestSpawn!>!
Kiln.QuestStep.Spawns.set -> void
Kiln.QuestStep.Text.get -> Kiln.UiText!
Kiln.QuestStep.Text.set -> void
Kiln.QuestStep.Title.get -> Kiln.UiText?
Kiln.QuestStep.Title.set -> void
Kiln.QuestStep.Voice.get -> string?
Kiln.QuestStep.Voice.set -> void
Kiln.QuestStepEvent
Kiln.QuestStepEvent.Next.get -> Kiln.QuestStep?
Kiln.QuestStepEvent.Step.get -> Kiln.QuestStep!
Kiln.QuestStepEvent.StepId.get -> string!
Kiln.QuestType
Kiln.QuestType.Auto = 0 -> Kiln.QuestType
Kiln.QuestType.PlayerQuest = 2 -> Kiln.QuestType
Kiln.QuestType.WorldQuest = 1 -> Kiln.QuestType
Kiln.Quests
Kiln.ShrineFoundEvent
Kiln.ShrineFoundEvent.Shrine.get -> Kiln.FlameShrine!
Kiln.ShrineKind
Kiln.ShrineKind.Sanctum = 1 -> Kiln.ShrineKind
Kiln.ShrineKind.Shrine = 0 -> Kiln.ShrineKind
Kiln.ShroudRoot
Kiln.ShroudRoot.<Clone>$() -> Kiln.ShroudRoot!
Kiln.ShroudRoot.Deconstruct(out string! Id, out string! Region, out bool ElixirWell, out int SkillPoints, out Kiln.WorldPosition? Position, out Kiln.ProgressFact! Destruction) -> void
Kiln.ShroudRoot.DestroyedBy(Kiln.Player! player) -> bool?
Kiln.ShroudRoot.Destruction.get -> Kiln.ProgressFact!
Kiln.ShroudRoot.Destruction.init -> void
Kiln.ShroudRoot.ElixirWell.get -> bool
Kiln.ShroudRoot.ElixirWell.init -> void
Kiln.ShroudRoot.Equals(Kiln.ShroudRoot? other) -> bool
Kiln.ShroudRoot.Id.get -> string!
Kiln.ShroudRoot.Id.init -> void
Kiln.ShroudRoot.Position.get -> Kiln.WorldPosition?
Kiln.ShroudRoot.Position.init -> void
Kiln.ShroudRoot.Region.get -> string!
Kiln.ShroudRoot.Region.init -> void
Kiln.ShroudRoot.ShroudRoot(string! Id, string! Region, bool ElixirWell, int SkillPoints, Kiln.WorldPosition? Position, Kiln.ProgressFact! Destruction) -> void
Kiln.ShroudRoot.SkillPoints.get -> int
Kiln.ShroudRoot.SkillPoints.init -> void
Kiln.ShroudRootDestroyedEvent
Kiln.ShroudRootDestroyedEvent.Root.get -> Kiln.ShroudRoot!
Kiln.Spire
Kiln.Spire.<Clone>$() -> Kiln.Spire!
Kiln.Spire.Beacon.get -> Kiln.ProgressFact?
Kiln.Spire.Beacon.init -> void
Kiln.Spire.BeaconLit.get -> bool?
Kiln.Spire.Deconstruct(out string! Id, out string! Template, out uint NameTag, out Kiln.WorldPosition Position, out Kiln.ProgressFact! Unlock, out Kiln.ProgressFact? TopReached, out Kiln.ProgressFact? Beacon) -> void
Kiln.Spire.Equals(Kiln.Spire? other) -> bool
Kiln.Spire.Id.get -> string!
Kiln.Spire.Id.init -> void
Kiln.Spire.NameTag.get -> uint
Kiln.Spire.NameTag.init -> void
Kiln.Spire.Position.get -> Kiln.WorldPosition
Kiln.Spire.Position.init -> void
Kiln.Spire.Spire(string! Id, string! Template, uint NameTag, Kiln.WorldPosition Position, Kiln.ProgressFact! Unlock, Kiln.ProgressFact? TopReached, Kiln.ProgressFact? Beacon) -> void
Kiln.Spire.Template.get -> string!
Kiln.Spire.Template.init -> void
Kiln.Spire.TopReached.get -> Kiln.ProgressFact?
Kiln.Spire.TopReached.init -> void
Kiln.Spire.TopReachedBy(Kiln.Player! player) -> bool?
Kiln.Spire.Unlock.get -> Kiln.ProgressFact!
Kiln.Spire.Unlock.init -> void
Kiln.Spire.Unlocked.get -> bool?
Kiln.Spire.UnlockedFor(Kiln.Player! player) -> bool?
Kiln.SpireUnlockedEvent
Kiln.SpireUnlockedEvent.Spire.get -> Kiln.Spire!
Kiln.SpireUnlockedEvent.TopReached.get -> bool
Kiln.Survivor
Kiln.Survivor.<Clone>$() -> Kiln.Survivor!
Kiln.Survivor.Deconstruct(out string! Id, out uint NameTag, out Kiln.ProgressFact! Rescue) -> void
Kiln.Survivor.Equals(Kiln.Survivor? other) -> bool
Kiln.Survivor.Id.get -> string!
Kiln.Survivor.Id.init -> void
Kiln.Survivor.NameTag.get -> uint
Kiln.Survivor.NameTag.init -> void
Kiln.Survivor.Rescue.get -> Kiln.ProgressFact!
Kiln.Survivor.Rescue.init -> void
Kiln.Survivor.Rescued.get -> bool?
Kiln.Survivor.RescuedFor(Kiln.Player! player) -> bool?
Kiln.Survivor.Survivor(string! Id, uint NameTag, Kiln.ProgressFact! Rescue) -> void
Kiln.WorldDifficulty
Kiln.WorldDifficulty.<Clone>$() -> Kiln.WorldDifficulty!
Kiln.WorldDifficulty.Deconstruct(out string? Preset, out System.Collections.Generic.IReadOnlyDictionary<string!, object!>! Settings) -> void
Kiln.WorldDifficulty.Equals(Kiln.WorldDifficulty? other) -> bool
Kiln.WorldDifficulty.IsCustom.get -> bool
Kiln.WorldDifficulty.Number(string! name) -> double?
Kiln.WorldDifficulty.Preset.get -> string?
Kiln.WorldDifficulty.Preset.init -> void
Kiln.WorldDifficulty.Settings.get -> System.Collections.Generic.IReadOnlyDictionary<string!, object!>!
Kiln.WorldDifficulty.Settings.init -> void
Kiln.WorldDifficulty.WorldDifficulty(string? Preset, System.Collections.Generic.IReadOnlyDictionary<string!, object!>! Settings) -> void
Kiln.WorldIndexState
Kiln.WorldIndexState.Building = 1 -> Kiln.WorldIndexState
Kiln.WorldIndexState.Failed = 3 -> Kiln.WorldIndexState
Kiln.WorldIndexState.NotStarted = 0 -> Kiln.WorldIndexState
Kiln.WorldIndexState.Ready = 2 -> Kiln.WorldIndexState
Kiln.WorldProgress
Kiln.WorldProgressEvent
Kiln.WorldProgressEvent.IsWorld.get -> bool
Kiln.WorldProgressEvent.Player.get -> Kiln.Player?
Kiln.WorldProgressEvent.Step.get -> ulong
Kiln.WorldProgressEvent.Target.get -> Kiln.EntityId
Kiln.WorldProgressStatus
Kiln.WorldProgressStatus.<Clone>$() -> Kiln.WorldProgressStatus!
Kiln.WorldProgressStatus.Assets.get -> bool
Kiln.WorldProgressStatus.Assets.init -> void
Kiln.WorldProgressStatus.BossCount.get -> int
Kiln.WorldProgressStatus.BossCount.init -> void
Kiln.WorldProgressStatus.Bosses.get -> Kiln.WorldIndexState
Kiln.WorldProgressStatus.Bosses.init -> void
Kiln.WorldProgressStatus.BossesSeconds.get -> double
Kiln.WorldProgressStatus.BossesSeconds.init -> void
Kiln.WorldProgressStatus.Deconstruct(out bool Knowledge, out bool World, out bool Settings, out bool Assets, out Kiln.WorldIndexState Places, out Kiln.WorldIndexState Bosses, out int Spires, out int Shrines, out int Roots, out int Obelisks, out int BossCount, out int TrackedBosses, out double PlacesSeconds, out double BossesSeconds, out System.Collections.Generic.IReadOnlyList<string!>! Problems) -> void
Kiln.WorldProgressStatus.Equals(Kiln.WorldProgressStatus? other) -> bool
Kiln.WorldProgressStatus.Knowledge.get -> bool
Kiln.WorldProgressStatus.Knowledge.init -> void
Kiln.WorldProgressStatus.Obelisks.get -> int
Kiln.WorldProgressStatus.Obelisks.init -> void
Kiln.WorldProgressStatus.Places.get -> Kiln.WorldIndexState
Kiln.WorldProgressStatus.Places.init -> void
Kiln.WorldProgressStatus.PlacesSeconds.get -> double
Kiln.WorldProgressStatus.PlacesSeconds.init -> void
Kiln.WorldProgressStatus.Problems.get -> System.Collections.Generic.IReadOnlyList<string!>!
Kiln.WorldProgressStatus.Problems.init -> void
Kiln.WorldProgressStatus.Roots.get -> int
Kiln.WorldProgressStatus.Roots.init -> void
Kiln.WorldProgressStatus.Settings.get -> bool
Kiln.WorldProgressStatus.Settings.init -> void
Kiln.WorldProgressStatus.Shrines.get -> int
Kiln.WorldProgressStatus.Shrines.init -> void
Kiln.WorldProgressStatus.Spires.get -> int
Kiln.WorldProgressStatus.Spires.init -> void
Kiln.WorldProgressStatus.TrackedBosses.get -> int
Kiln.WorldProgressStatus.TrackedBosses.init -> void
Kiln.WorldProgressStatus.World.get -> bool
Kiln.WorldProgressStatus.World.init -> void
Kiln.WorldProgressStatus.WorldProgressStatus(bool Knowledge, bool World, bool Settings, bool Assets, Kiln.WorldIndexState Places, Kiln.WorldIndexState Bosses, int Spires, int Shrines, int Roots, int Obelisks, int BossCount, int TrackedBosses, double PlacesSeconds, double BossesSeconds, System.Collections.Generic.IReadOnlyList<string!>! Problems) -> void
override Kiln.Boss.Equals(object? obj) -> bool
override Kiln.Boss.GetHashCode() -> int
override Kiln.Boss.ToString() -> string!
override Kiln.BossKilledEvent.ToString() -> string!
override Kiln.ChestLootedEvent.ToString() -> string!
override Kiln.ChestStatus.Equals(object? obj) -> bool
override Kiln.ChestStatus.GetHashCode() -> int
override Kiln.ChestStatus.ToString() -> string!
override Kiln.ConversationOptionEvent.ToString() -> string!
override Kiln.ConversationResult.Equals(object? obj) -> bool
override Kiln.ConversationResult.GetHashCode() -> int
override Kiln.ConversationResult.ToString() -> string!
override Kiln.ConversationView.Equals(object? obj) -> bool
override Kiln.ConversationView.GetHashCode() -> int
override Kiln.ConversationView.ToString() -> string!
override Kiln.DialogueDefinition.ToString() -> string!
override Kiln.DialogueKnowledgeEvent.ToString() -> string!
override Kiln.DialogueLineEvent.ToString() -> string!
override Kiln.FlameChange.Equals(object? obj) -> bool
override Kiln.FlameChange.GetHashCode() -> int
override Kiln.FlameChange.ToString() -> string!
override Kiln.FlameLevelChangedEvent.ToString() -> string!
override Kiln.FlameLimits.Equals(object? obj) -> bool
override Kiln.FlameLimits.GetHashCode() -> int
override Kiln.FlameLimits.ToString() -> string!
override Kiln.FlameShrine.Equals(object? obj) -> bool
override Kiln.FlameShrine.GetHashCode() -> int
override Kiln.FlameShrine.ToString() -> string!
override Kiln.FlameStatus.Equals(object? obj) -> bool
override Kiln.FlameStatus.GetHashCode() -> int
override Kiln.FlameStatus.ToString() -> string!
override Kiln.JournalQuest.Equals(object? obj) -> bool
override Kiln.JournalQuest.GetHashCode() -> int
override Kiln.JournalQuest.ToString() -> string!
override Kiln.JournalQuestState.Equals(object? obj) -> bool
override Kiln.JournalQuestState.GetHashCode() -> int
override Kiln.JournalQuestState.ToString() -> string!
override Kiln.JournalStep.Equals(object? obj) -> bool
override Kiln.JournalStep.GetHashCode() -> int
override Kiln.JournalStep.ToString() -> string!
override Kiln.JournalStepState.Equals(object? obj) -> bool
override Kiln.JournalStepState.GetHashCode() -> int
override Kiln.JournalStepState.ToString() -> string!
override Kiln.KnowledgeChangedEvent.ToString() -> string!
override Kiln.KnowledgeInfo.GetHashCode() -> int
override Kiln.KnowledgeInfo.ToString() -> string!
override Kiln.KnowledgeName.Equals(object? obj) -> bool
override Kiln.KnowledgeName.GetHashCode() -> int
override Kiln.KnowledgeName.ToString() -> string!
override Kiln.KnowledgeNpc.Equals(object? obj) -> bool
override Kiln.KnowledgeNpc.GetHashCode() -> int
override Kiln.KnowledgeNpc.ToString() -> string!
override Kiln.KnowledgeOperation.GetHashCode() -> int
override Kiln.KnowledgeOperation.ToString() -> string!
override Kiln.KnowledgeQuery.GetHashCode() -> int
override Kiln.KnowledgeQuery.ToString() -> string!
override Kiln.KnowledgeRequestEvent.ToString() -> string!
override Kiln.KnowledgeResult.Equals(object? obj) -> bool
override Kiln.KnowledgeResult.GetHashCode() -> int
override Kiln.KnowledgeResult.ToString() -> string!
override Kiln.KnowledgeScope.ToString() -> string!
override Kiln.KnowledgeSecurity.Equals(object? obj) -> bool
override Kiln.KnowledgeSecurity.GetHashCode() -> int
override Kiln.KnowledgeSecurity.ToString() -> string!
override Kiln.KnowledgeState.GetHashCode() -> int
override Kiln.KnowledgeState.ToString() -> string!
override Kiln.KnowledgeStatus.Equals(object? obj) -> bool
override Kiln.KnowledgeStatus.GetHashCode() -> int
override Kiln.KnowledgeStatus.ToString() -> string!
override Kiln.NativeComputed.Equals(object? obj) -> bool
override Kiln.NativeComputed.GetHashCode() -> int
override Kiln.NativeComputed.ToString() -> string!
override Kiln.NativeLineInfo.Equals(object? obj) -> bool
override Kiln.NativeLineInfo.GetHashCode() -> int
override Kiln.NativeLineInfo.ToString() -> string!
override Kiln.NativeMarkerInfo.Equals(object? obj) -> bool
override Kiln.NativeMarkerInfo.GetHashCode() -> int
override Kiln.NativeMarkerInfo.ToString() -> string!
override Kiln.NativeModInfo.Equals(object? obj) -> bool
override Kiln.NativeModInfo.GetHashCode() -> int
override Kiln.NativeModInfo.ToString() -> string!
override Kiln.NativeNpcInfo.Equals(object? obj) -> bool
override Kiln.NativeNpcInfo.GetHashCode() -> int
override Kiln.NativeNpcInfo.ToString() -> string!
override Kiln.NativePlacement.Equals(object? obj) -> bool
override Kiln.NativePlacement.GetHashCode() -> int
override Kiln.NativePlacement.ToString() -> string!
override Kiln.NativeQuestInfo.Equals(object? obj) -> bool
override Kiln.NativeQuestInfo.GetHashCode() -> int
override Kiln.NativeQuestInfo.ToString() -> string!
override Kiln.NativeStepInfo.Equals(object? obj) -> bool
override Kiln.NativeStepInfo.GetHashCode() -> int
override Kiln.NativeStepInfo.ToString() -> string!
override Kiln.NativeWanted.GetHashCode() -> int
override Kiln.Obelisk.Equals(object? obj) -> bool
override Kiln.Obelisk.GetHashCode() -> int
override Kiln.Obelisk.ToString() -> string!
override Kiln.ProgressFact.Equals(object? obj) -> bool
override Kiln.ProgressFact.GetHashCode() -> int
override Kiln.ProgressFact.ToString() -> string!
override Kiln.QuestActionContext.Equals(object? obj) -> bool
override Kiln.QuestActionContext.GetHashCode() -> int
override Kiln.QuestActionContext.ToString() -> string!
override Kiln.QuestCompletedEvent.ToString() -> string!
override Kiln.QuestContext.Equals(object? obj) -> bool
override Kiln.QuestContext.GetHashCode() -> int
override Kiln.QuestContext.ToString() -> string!
override Kiln.QuestDefinition.ToString() -> string!
override Kiln.QuestEngineStatus.Equals(object? obj) -> bool
override Kiln.QuestEngineStatus.GetHashCode() -> int
override Kiln.QuestEngineStatus.ToString() -> string!
override Kiln.QuestEntry.Equals(object? obj) -> bool
override Kiln.QuestEntry.GetHashCode() -> int
override Kiln.QuestEntry.ToString() -> string!
override Kiln.QuestFailedEvent.ToString() -> string!
override Kiln.QuestHolder.GetHashCode() -> int
override Kiln.QuestHolder.ToString() -> string!
override Kiln.QuestMarker.Equals(object? obj) -> bool
override Kiln.QuestMarker.GetHashCode() -> int
override Kiln.QuestMarker.ToString() -> string!
override Kiln.QuestObjectiveProgressEvent.ToString() -> string!
override Kiln.QuestProgress.Equals(object? obj) -> bool
override Kiln.QuestProgress.GetHashCode() -> int
override Kiln.QuestProgress.ToString() -> string!
override Kiln.QuestResult.Equals(object? obj) -> bool
override Kiln.QuestResult.GetHashCode() -> int
override Kiln.QuestResult.ToString() -> string!
override Kiln.QuestStartedEvent.ToString() -> string!
override Kiln.QuestStateChangedEvent.ToString() -> string!
override Kiln.QuestStatusChangedEvent.ToString() -> string!
override Kiln.QuestStepEvent.ToString() -> string!
override Kiln.ShrineFoundEvent.ToString() -> string!
override Kiln.ShroudRoot.Equals(object? obj) -> bool
override Kiln.ShroudRoot.GetHashCode() -> int
override Kiln.ShroudRoot.ToString() -> string!
override Kiln.ShroudRootDestroyedEvent.ToString() -> string!
override Kiln.Spire.Equals(object? obj) -> bool
override Kiln.Spire.GetHashCode() -> int
override Kiln.Spire.ToString() -> string!
override Kiln.SpireUnlockedEvent.ToString() -> string!
override Kiln.Survivor.Equals(object? obj) -> bool
override Kiln.Survivor.GetHashCode() -> int
override Kiln.Survivor.ToString() -> string!
override Kiln.WorldDifficulty.Equals(object? obj) -> bool
override Kiln.WorldDifficulty.GetHashCode() -> int
override Kiln.WorldDifficulty.ToString() -> string!
override Kiln.WorldProgressStatus.Equals(object? obj) -> bool
override Kiln.WorldProgressStatus.GetHashCode() -> int
override Kiln.WorldProgressStatus.ToString() -> string!
static Kiln.Boss.operator !=(Kiln.Boss? left, Kiln.Boss? right) -> bool
static Kiln.Boss.operator ==(Kiln.Boss? left, Kiln.Boss? right) -> bool
static Kiln.ChestStatus.operator !=(Kiln.ChestStatus? left, Kiln.ChestStatus? right) -> bool
static Kiln.ChestStatus.operator ==(Kiln.ChestStatus? left, Kiln.ChestStatus? right) -> bool
static Kiln.ConversationResult.operator !=(Kiln.ConversationResult? left, Kiln.ConversationResult? right) -> bool
static Kiln.ConversationResult.operator ==(Kiln.ConversationResult? left, Kiln.ConversationResult? right) -> bool
static Kiln.ConversationView.operator !=(Kiln.ConversationView? left, Kiln.ConversationView? right) -> bool
static Kiln.ConversationView.operator ==(Kiln.ConversationView? left, Kiln.ConversationView? right) -> bool
static Kiln.Dialogues.ApplyOption(Kiln.EntityId player, Kiln.EntityId npc, string! fullDialogueId, string! nodeId, int optionIndex) -> System.Threading.Tasks.Task<Kiln.ConversationResult!>!
static Kiln.Dialogues.Choose(Kiln.QuestHolder h, long conversation, int option) -> System.Threading.Tasks.Task<Kiln.ConversationResult!>!
static Kiln.Dialogues.Close(Kiln.QuestHolder h) -> void
static Kiln.Dialogues.Define(Kiln.DialogueDefinition! dialogue) -> Kiln.DialogueDefinition!
static Kiln.Dialogues.Definitions.get -> System.Collections.Generic.IReadOnlyList<Kiln.DialogueDefinition!>!
static Kiln.Dialogues.Find(string! id) -> Kiln.DialogueDefinition?
static Kiln.Dialogues.Open(Kiln.EntityId player, string! dialogue, Kiln.EntityId npc = default(Kiln.EntityId), string? node = null) -> Kiln.ConversationResult!
static Kiln.Dialogues.Talk(Kiln.QuestHolder h, string? npc = null) -> Kiln.ConversationResult!
static Kiln.Dialogues.View(Kiln.QuestHolder h) -> Kiln.ConversationView?
static Kiln.FlameChange.operator !=(Kiln.FlameChange? left, Kiln.FlameChange? right) -> bool
static Kiln.FlameChange.operator ==(Kiln.FlameChange? left, Kiln.FlameChange? right) -> bool
static Kiln.FlameLimits.operator !=(Kiln.FlameLimits? left, Kiln.FlameLimits? right) -> bool
static Kiln.FlameLimits.operator ==(Kiln.FlameLimits? left, Kiln.FlameLimits? right) -> bool
static Kiln.FlameShrine.operator !=(Kiln.FlameShrine? left, Kiln.FlameShrine? right) -> bool
static Kiln.FlameShrine.operator ==(Kiln.FlameShrine? left, Kiln.FlameShrine? right) -> bool
static Kiln.FlameStatus.operator !=(Kiln.FlameStatus? left, Kiln.FlameStatus? right) -> bool
static Kiln.FlameStatus.operator ==(Kiln.FlameStatus? left, Kiln.FlameStatus? right) -> bool
static Kiln.Journal.Find(string! name) -> Kiln.JournalQuest?
static Kiln.Journal.Find(uint entryId) -> Kiln.JournalQuest?
static Kiln.Journal.Quests() -> System.Collections.Generic.IReadOnlyList<Kiln.JournalQuest!>!
static Kiln.Journal.State(Kiln.EntityId target, Kiln.JournalQuest! quest) -> Kiln.JournalQuestState!
static Kiln.Journal.State(Kiln.Player! player, Kiln.JournalQuest! quest) -> Kiln.JournalQuestState!
static Kiln.Journal.States(Kiln.EntityId target) -> System.Collections.Generic.IReadOnlyList<Kiln.JournalQuestState!>!
static Kiln.JournalQuest.operator !=(Kiln.JournalQuest? left, Kiln.JournalQuest? right) -> bool
static Kiln.JournalQuest.operator ==(Kiln.JournalQuest? left, Kiln.JournalQuest? right) -> bool
static Kiln.JournalQuestState.operator !=(Kiln.JournalQuestState? left, Kiln.JournalQuestState? right) -> bool
static Kiln.JournalQuestState.operator ==(Kiln.JournalQuestState? left, Kiln.JournalQuestState? right) -> bool
static Kiln.JournalStep.operator !=(Kiln.JournalStep? left, Kiln.JournalStep? right) -> bool
static Kiln.JournalStep.operator ==(Kiln.JournalStep? left, Kiln.JournalStep? right) -> bool
static Kiln.JournalStepState.operator !=(Kiln.JournalStepState? left, Kiln.JournalStepState? right) -> bool
static Kiln.JournalStepState.operator ==(Kiln.JournalStepState? left, Kiln.JournalStepState? right) -> bool
static Kiln.Knowledge.Available.get -> bool
static Kiln.Knowledge.Catalog(Kiln.KnowledgeCatalog catalog) -> System.Collections.Generic.IReadOnlyList<Kiln.KnowledgeName!>!
static Kiln.Knowledge.FindNpc(string! name) -> Kiln.KnowledgeNpc?
static Kiln.Knowledge.For(Kiln.EntityId player) -> Kiln.KnowledgeScope!
static Kiln.Knowledge.For(Kiln.Player! player) -> Kiln.KnowledgeScope!
static Kiln.Knowledge.Get(Kiln.EntityId target, uint id) -> Kiln.KnowledgeState?
static Kiln.Knowledge.Get(Kiln.Player! player, string! name) -> Kiln.KnowledgeState?
static Kiln.Knowledge.Grant(Kiln.EntityId player, string! name, uint value = 1) -> System.Threading.Tasks.Task<Kiln.KnowledgeResult!>!
static Kiln.Knowledge.Grant(Kiln.Player! player, string! name, uint value = 1) -> System.Threading.Tasks.Task<Kiln.KnowledgeResult!>!
static Kiln.Knowledge.GrantUnchecked(Kiln.EntityId target, uint id) -> System.Threading.Tasks.Task<Kiln.KnowledgeResult!>!
static Kiln.Knowledge.Has(Kiln.EntityId target, string! name) -> bool
static Kiln.Knowledge.Has(Kiln.Player! player, string! name) -> bool
static Kiln.Knowledge.Info(uint id) -> Kiln.KnowledgeInfo?
static Kiln.Knowledge.LabRecord(Kiln.EntityId block, int phase, params (uint Id, uint Value)[]! record) -> bool
static Kiln.Knowledge.List(Kiln.EntityId target) -> System.Collections.Generic.IReadOnlyList<Kiln.KnowledgeState>!
static Kiln.Knowledge.NameOf(uint id, bool query = false) -> string?
static Kiln.Knowledge.Npcs.get -> System.Collections.Generic.IReadOnlyList<Kiln.KnowledgeNpc!>!
static Kiln.Knowledge.Query(Kiln.EntityId target, Kiln.KnowledgeQuery query, Kiln.KnowledgeMode mode = Kiln.KnowledgeMode.Player) -> bool
static Kiln.Knowledge.Resolve(string! name) -> Kiln.KnowledgeName!
static Kiln.Knowledge.Revoke(Kiln.EntityId player, string! name, int flag = -1) -> System.Threading.Tasks.Task<Kiln.KnowledgeResult!>!
static Kiln.Knowledge.Revoke(Kiln.Player! player, string! name, int flag = -1) -> System.Threading.Tasks.Task<Kiln.KnowledgeResult!>!
static Kiln.Knowledge.Security.Allow(System.Collections.Generic.IEnumerable<uint>! ids) -> void
static Kiln.Knowledge.Security.Apply(Kiln.KnowledgeSecurity! settings, bool save = false) -> void
static Kiln.Knowledge.Security.Current.get -> Kiln.KnowledgeSecurity!
static Kiln.Knowledge.Status.get -> Kiln.KnowledgeStatus?
static Kiln.Knowledge.Submit(Kiln.KnowledgeOp op, Kiln.EntityId target, uint id, uint value) -> System.Threading.Tasks.Task<Kiln.KnowledgeResult!>!
static Kiln.Knowledge.TryParseId(string! s, out uint id) -> bool
static Kiln.Knowledge.TryQuery(Kiln.EntityId target, Kiln.KnowledgeQuery query, Kiln.KnowledgeMode mode = Kiln.KnowledgeMode.Player) -> bool?
static Kiln.Knowledge.TryResolve(string! name, out Kiln.KnowledgeName! result) -> bool
static Kiln.Knowledge.World.get -> Kiln.KnowledgeScope!
static Kiln.KnowledgeInfo.operator !=(Kiln.KnowledgeInfo left, Kiln.KnowledgeInfo right) -> bool
static Kiln.KnowledgeInfo.operator ==(Kiln.KnowledgeInfo left, Kiln.KnowledgeInfo right) -> bool
static Kiln.KnowledgeName.operator !=(Kiln.KnowledgeName? left, Kiln.KnowledgeName? right) -> bool
static Kiln.KnowledgeName.operator ==(Kiln.KnowledgeName? left, Kiln.KnowledgeName? right) -> bool
static Kiln.KnowledgeNpc.operator !=(Kiln.KnowledgeNpc? left, Kiln.KnowledgeNpc? right) -> bool
static Kiln.KnowledgeNpc.operator ==(Kiln.KnowledgeNpc? left, Kiln.KnowledgeNpc? right) -> bool
static Kiln.KnowledgeOperation.operator !=(Kiln.KnowledgeOperation left, Kiln.KnowledgeOperation right) -> bool
static Kiln.KnowledgeOperation.operator ==(Kiln.KnowledgeOperation left, Kiln.KnowledgeOperation right) -> bool
static Kiln.KnowledgeQuery.IsSet(uint id) -> Kiln.KnowledgeQuery
static Kiln.KnowledgeQuery.operator !=(Kiln.KnowledgeQuery left, Kiln.KnowledgeQuery right) -> bool
static Kiln.KnowledgeQuery.operator ==(Kiln.KnowledgeQuery left, Kiln.KnowledgeQuery right) -> bool
static Kiln.KnowledgeResult.operator !=(Kiln.KnowledgeResult? left, Kiln.KnowledgeResult? right) -> bool
static Kiln.KnowledgeResult.operator ==(Kiln.KnowledgeResult? left, Kiln.KnowledgeResult? right) -> bool
static Kiln.KnowledgeSecurity.operator !=(Kiln.KnowledgeSecurity? left, Kiln.KnowledgeSecurity? right) -> bool
static Kiln.KnowledgeSecurity.operator ==(Kiln.KnowledgeSecurity? left, Kiln.KnowledgeSecurity? right) -> bool
static Kiln.KnowledgeState.operator !=(Kiln.KnowledgeState left, Kiln.KnowledgeState right) -> bool
static Kiln.KnowledgeState.operator ==(Kiln.KnowledgeState left, Kiln.KnowledgeState right) -> bool
static Kiln.KnowledgeStatus.operator !=(Kiln.KnowledgeStatus? left, Kiln.KnowledgeStatus? right) -> bool
static Kiln.KnowledgeStatus.operator ==(Kiln.KnowledgeStatus? left, Kiln.KnowledgeStatus? right) -> bool
static Kiln.NativeComputed.operator !=(Kiln.NativeComputed? left, Kiln.NativeComputed? right) -> bool
static Kiln.NativeComputed.operator ==(Kiln.NativeComputed? left, Kiln.NativeComputed? right) -> bool
static Kiln.NativeIds.Derive(string! mod, string! kind, string! name) -> System.Guid
static Kiln.NativeIds.Fnv(System.Guid g) -> uint
static Kiln.NativeIds.Knowledge(string! mod, string! name) -> uint
static Kiln.NativeIds.Line(string! mod, string! dialogue, string! node, int option) -> uint
static Kiln.NativeLineInfo.operator !=(Kiln.NativeLineInfo? left, Kiln.NativeLineInfo? right) -> bool
static Kiln.NativeLineInfo.operator ==(Kiln.NativeLineInfo? left, Kiln.NativeLineInfo? right) -> bool
static Kiln.NativeMarkerInfo.operator !=(Kiln.NativeMarkerInfo? left, Kiln.NativeMarkerInfo? right) -> bool
static Kiln.NativeMarkerInfo.operator ==(Kiln.NativeMarkerInfo? left, Kiln.NativeMarkerInfo? right) -> bool
static Kiln.NativeModInfo.operator !=(Kiln.NativeModInfo? left, Kiln.NativeModInfo? right) -> bool
static Kiln.NativeModInfo.operator ==(Kiln.NativeModInfo? left, Kiln.NativeModInfo? right) -> bool
static Kiln.NativeNpcInfo.operator !=(Kiln.NativeNpcInfo? left, Kiln.NativeNpcInfo? right) -> bool
static Kiln.NativeNpcInfo.operator ==(Kiln.NativeNpcInfo? left, Kiln.NativeNpcInfo? right) -> bool
static Kiln.NativePlacement.operator !=(Kiln.NativePlacement? left, Kiln.NativePlacement? right) -> bool
static Kiln.NativePlacement.operator ==(Kiln.NativePlacement? left, Kiln.NativePlacement? right) -> bool
static Kiln.NativeQuestInfo.operator !=(Kiln.NativeQuestInfo? left, Kiln.NativeQuestInfo? right) -> bool
static Kiln.NativeQuestInfo.operator ==(Kiln.NativeQuestInfo? left, Kiln.NativeQuestInfo? right) -> bool
static Kiln.NativeQuests.Counters.get -> (ulong Mirrored, ulong Lines, ulong Placed)
static Kiln.NativeQuests.Holds(Kiln.NativeComputed! c, Kiln.QuestHolder holder) -> bool
static Kiln.NativeQuests.KnowledgeId(string! mod, string! name) -> uint?
static Kiln.NativeQuests.ManifestJson.get -> string!
static Kiln.NativeQuests.Mod(string! id) -> Kiln.NativeModInfo?
static Kiln.NativeQuests.Mods.get -> System.Collections.Generic.IReadOnlyList<Kiln.NativeModInfo!>!
static Kiln.NativeQuests.Npc(string! fullId) -> Kiln.NativeNpcInfo?
static Kiln.NativeQuests.Quest(string! fullId) -> Kiln.NativeQuestInfo?
static Kiln.NativeQuests.Resync(Kiln.QuestHolder holder, bool quiet = false) -> void
static Kiln.NativeQuests.ShownByGame(Kiln.QuestDefinition! q) -> bool
static Kiln.NativeQuests.Start() -> void
static Kiln.NativeQuests.Wanted(string! fullQuestId, Kiln.QuestHolder holder) -> System.Collections.Generic.IReadOnlyList<Kiln.NativeWanted>!
static Kiln.NativeStepInfo.operator !=(Kiln.NativeStepInfo? left, Kiln.NativeStepInfo? right) -> bool
static Kiln.NativeStepInfo.operator ==(Kiln.NativeStepInfo? left, Kiln.NativeStepInfo? right) -> bool
static Kiln.NativeWanted.operator !=(Kiln.NativeWanted left, Kiln.NativeWanted right) -> bool
static Kiln.NativeWanted.operator ==(Kiln.NativeWanted left, Kiln.NativeWanted right) -> bool
static Kiln.Obelisk.operator !=(Kiln.Obelisk? left, Kiln.Obelisk? right) -> bool
static Kiln.Obelisk.operator ==(Kiln.Obelisk? left, Kiln.Obelisk? right) -> bool
static Kiln.ProgressFact.operator !=(Kiln.ProgressFact? left, Kiln.ProgressFact? right) -> bool
static Kiln.ProgressFact.operator ==(Kiln.ProgressFact? left, Kiln.ProgressFact? right) -> bool
static Kiln.QuestAction.Code(System.Func<Kiln.QuestActionContext!, System.Threading.Tasks.Task!>! run) -> Kiln.QuestAction!
static Kiln.QuestAction.Experience(uint amount) -> Kiln.QuestAction!
static Kiln.QuestAction.GrantKnowledge(string! name, string? target = null) -> Kiln.QuestAction!
static Kiln.QuestAction.Item(string! item, int count = 1) -> Kiln.QuestAction!
static Kiln.QuestActionContext.operator !=(Kiln.QuestActionContext? left, Kiln.QuestActionContext? right) -> bool
static Kiln.QuestActionContext.operator ==(Kiln.QuestActionContext? left, Kiln.QuestActionContext? right) -> bool
static Kiln.QuestCondition.HasItem(string! item, int count = 1) -> Kiln.QuestCondition!
static Kiln.QuestCondition.HasKnowledge(string! name) -> Kiln.QuestCondition!
static Kiln.QuestCondition.Level(int level) -> Kiln.QuestCondition!
static Kiln.QuestCondition.Quest(string! quest, string! state) -> Kiln.QuestCondition!
static Kiln.QuestCondition.QuestStep(string! questDotStep, string! state) -> Kiln.QuestCondition!
static Kiln.QuestCondition.When(System.Func<Kiln.QuestContext!, bool>! predicate) -> Kiln.QuestCondition!
static Kiln.QuestContext.operator !=(Kiln.QuestContext? left, Kiln.QuestContext? right) -> bool
static Kiln.QuestContext.operator ==(Kiln.QuestContext? left, Kiln.QuestContext? right) -> bool
static Kiln.QuestEngineStatus.operator !=(Kiln.QuestEngineStatus? left, Kiln.QuestEngineStatus? right) -> bool
static Kiln.QuestEngineStatus.operator ==(Kiln.QuestEngineStatus? left, Kiln.QuestEngineStatus? right) -> bool
static Kiln.QuestEntry.operator !=(Kiln.QuestEntry? left, Kiln.QuestEntry? right) -> bool
static Kiln.QuestEntry.operator ==(Kiln.QuestEntry? left, Kiln.QuestEntry? right) -> bool
static Kiln.QuestHolder.Of(Kiln.EntityId player) -> Kiln.QuestHolder
static Kiln.QuestHolder.Of(Kiln.Player! p) -> Kiln.QuestHolder
static Kiln.QuestHolder.OfAccount(ulong account) -> Kiln.QuestHolder
static Kiln.QuestHolder.OfCharacter(Kiln.CharacterKey character, ulong legacyAccount = 0) -> Kiln.QuestHolder
static Kiln.QuestHolder.Parse(string! who) -> Kiln.QuestHolder
static Kiln.QuestHolder.Synthetic(string! name) -> Kiln.QuestHolder
static Kiln.QuestHolder.World.get -> Kiln.QuestHolder
static Kiln.QuestHolder.operator !=(Kiln.QuestHolder left, Kiln.QuestHolder right) -> bool
static Kiln.QuestHolder.operator ==(Kiln.QuestHolder left, Kiln.QuestHolder right) -> bool
static Kiln.QuestInput.Build(Kiln.QuestHolder h, string! prop, int count = 1) -> void
static Kiln.QuestInput.Clear() -> void
static Kiln.QuestInput.Craft(Kiln.QuestHolder h, string! item, int count = 1) -> void
static Kiln.QuestInput.IsSynthetic(Kiln.QuestHolder h) -> bool
static Kiln.QuestInput.Kill(Kiln.QuestHolder? killer, string! template, string? tag = null, Kiln.WorldPosition? at = null, bool destroyed = false) -> void
static Kiln.QuestInput.Known.get -> System.Collections.Generic.IReadOnlyCollection<Kiln.QuestHolder>!
static Kiln.QuestInput.Reach(Kiln.QuestHolder h, Kiln.WorldPosition at) -> void
static Kiln.QuestInput.SetInventory(Kiln.QuestHolder h, string! item, int count) -> void
static Kiln.QuestInput.SetLevel(Kiln.QuestHolder h, int level) -> void
static Kiln.QuestInput.Talk(Kiln.QuestHolder h, string! npc, uint line = 0, string? node = null, string? modId = null) -> void
static Kiln.QuestMarker.operator !=(Kiln.QuestMarker? left, Kiln.QuestMarker? right) -> bool
static Kiln.QuestMarker.operator ==(Kiln.QuestMarker? left, Kiln.QuestMarker? right) -> bool
static Kiln.QuestObjective.Collect(string! item, int count = 1) -> Kiln.QuestObjective!
static Kiln.QuestObjective.Custom(string! signal, int count = 1) -> Kiln.QuestObjective!
static Kiln.QuestObjective.Deliver(string! item, int count, string! to) -> Kiln.QuestObjective!
static Kiln.QuestObjective.HasKnowledge(string! name) -> Kiln.QuestObjective!
static Kiln.QuestObjective.Kill(string? template = null, string? family = null, string? tag = null, int count = 1) -> Kiln.QuestObjective!
static Kiln.QuestObjective.Reach(Kiln.WorldPosition at, double radius = 10) -> Kiln.QuestObjective!
static Kiln.QuestObjective.Talk(string! npc, string? node = null, string? line = null) -> Kiln.QuestObjective!
static Kiln.QuestProgress.operator !=(Kiln.QuestProgress? left, Kiln.QuestProgress? right) -> bool
static Kiln.QuestProgress.operator ==(Kiln.QuestProgress? left, Kiln.QuestProgress? right) -> bool
static Kiln.QuestRecord.CounterKey(string! step, int objective) -> string!
static Kiln.QuestResult.operator !=(Kiln.QuestResult? left, Kiln.QuestResult? right) -> bool
static Kiln.QuestResult.operator ==(Kiln.QuestResult? left, Kiln.QuestResult? right) -> bool
static Kiln.Quests.Abandon(string! quest, Kiln.QuestHolder holder) -> Kiln.QuestResult!
static Kiln.Quests.Advance(string! quest, Kiln.QuestHolder holder, string? step = null, bool force = false) -> System.Threading.Tasks.Task<Kiln.QuestResult!>!
static Kiln.Quests.Available.get -> bool
static Kiln.Quests.BindNpc(string! fullNpcId, Kiln.EntityId entity) -> void
static Kiln.Quests.CanStart(string! quest, Kiln.QuestHolder holder) -> bool
static Kiln.Quests.ChatLanguage.get -> string!
static Kiln.Quests.ChatLanguage.set -> void
static Kiln.Quests.Complete(string! quest, Kiln.QuestHolder holder) -> Kiln.QuestResult!
static Kiln.Quests.Define(Kiln.QuestDefinition! quest) -> Kiln.QuestDefinition!
static Kiln.Quests.DefineNpc(Kiln.QuestNpcDefinition! npc) -> Kiln.QuestNpcDefinition!
static Kiln.Quests.Definitions.get -> System.Collections.Generic.IReadOnlyList<Kiln.QuestDefinition!>!
static Kiln.Quests.EnsureStarted() -> void
static Kiln.Quests.Evaluate(Kiln.QuestCondition! condition, Kiln.QuestContext! context) -> bool
static Kiln.Quests.Fail(string! quest, Kiln.QuestHolder holder, string! reason = "") -> Kiln.QuestResult!
static Kiln.Quests.Find(string! id, string? modId = null) -> Kiln.QuestDefinition?
static Kiln.Quests.LineResolver.get -> System.Func<string!, string!, uint?>?
static Kiln.Quests.LineResolver.set -> void
static Kiln.Quests.NpcDefinitions.get -> System.Collections.Generic.IReadOnlyList<Kiln.QuestNpcDefinition!>!
static Kiln.Quests.Of(Kiln.EntityId player) -> Kiln.QuestLog!
static Kiln.Quests.Of(Kiln.Player! player) -> Kiln.QuestLog!
static Kiln.Quests.PlaceOf(string! quest, string! step) -> Kiln.WorldPosition?
static Kiln.Quests.Progress(string! quest, Kiln.QuestHolder holder) -> Kiln.QuestProgress?
static Kiln.Quests.ProgressOf(Kiln.EntityId player) -> System.Collections.Generic.IReadOnlyList<Kiln.QuestProgress!>!
static Kiln.Quests.ProgressOf(Kiln.QuestHolder holder) -> System.Collections.Generic.IReadOnlyList<Kiln.QuestProgress!>!
static Kiln.Quests.RecentActions.get -> System.Collections.Generic.IReadOnlyList<string!>!
static Kiln.Quests.RegisterAction(string! name, System.Func<Kiln.QuestActionContext!, System.Threading.Tasks.Task!>! action) -> void
static Kiln.Quests.RegisterPredicate(string! name, System.Func<Kiln.QuestContext!, bool>! predicate) -> void
static Kiln.Quests.Reload() -> int
static Kiln.Quests.Reset(string! quest, Kiln.QuestHolder holder) -> Kiln.QuestResult!
static Kiln.Quests.SetStep(string! quest, Kiln.QuestHolder holder, string! step) -> Kiln.QuestResult!
static Kiln.Quests.Signal(string! name, Kiln.QuestHolder? holder = null, int amount = 1) -> void
static Kiln.Quests.SpawnGaveUp(string! quest, string! step, Kiln.QuestHolder holder) -> bool
static Kiln.Quests.SpawnedBy(string! quest, string! step, Kiln.QuestHolder holder) -> System.Collections.Generic.IReadOnlyList<Kiln.EntityId>!
static Kiln.Quests.Start(string! quest, Kiln.QuestHolder holder, bool force = false) -> Kiln.QuestResult!
static Kiln.Quests.Status.get -> Kiln.QuestEngineStatus!
static Kiln.Quests.StatusOf(string! quest, Kiln.QuestHolder holder) -> Kiln.QuestStatus
static Kiln.Quests.TrackedBy(Kiln.QuestHolder holder) -> string?
static Kiln.Quests.WaypointCounters.get -> (ulong Requests, ulong Written)
static Kiln.ShroudRoot.operator !=(Kiln.ShroudRoot? left, Kiln.ShroudRoot? right) -> bool
static Kiln.ShroudRoot.operator ==(Kiln.ShroudRoot? left, Kiln.ShroudRoot? right) -> bool
static Kiln.Spire.operator !=(Kiln.Spire? left, Kiln.Spire? right) -> bool
static Kiln.Spire.operator ==(Kiln.Spire? left, Kiln.Spire? right) -> bool
static Kiln.Survivor.operator !=(Kiln.Survivor? left, Kiln.Survivor? right) -> bool
static Kiln.Survivor.operator ==(Kiln.Survivor? left, Kiln.Survivor? right) -> bool
static Kiln.WorldDifficulty.operator !=(Kiln.WorldDifficulty? left, Kiln.WorldDifficulty? right) -> bool
static Kiln.WorldDifficulty.operator ==(Kiln.WorldDifficulty? left, Kiln.WorldDifficulty? right) -> bool
static Kiln.WorldProgress.Available.get -> bool
static Kiln.WorldProgress.Boss(string! id) -> Kiln.Boss?
static Kiln.WorldProgress.Bosses.get -> System.Collections.Generic.IReadOnlyList<Kiln.Boss!>!
static Kiln.WorldProgress.BossesNear(Kiln.WorldPosition at, double radius) -> System.Collections.Generic.IReadOnlyList<Kiln.Boss!>!
static Kiln.WorldProgress.BossesReady.get -> bool
static Kiln.WorldProgress.Chest(Kiln.WorldPosition at, double radius = 3) -> Kiln.ChestStatus?
static Kiln.WorldProgress.Chest(uint lootId, Kiln.WorldPosition near) -> Kiln.ChestStatus?
static Kiln.WorldProgress.ChestOf(Kiln.EntityId entity) -> Kiln.ChestStatus?
static Kiln.WorldProgress.Chests(Kiln.WorldPosition at, double radius) -> System.Collections.Generic.IReadOnlyList<Kiln.ChestStatus!>!
static Kiln.WorldProgress.Difficulty.get -> Kiln.WorldDifficulty?
static Kiln.WorldProgress.ElixirWells.get -> System.Collections.Generic.IReadOnlyList<Kiln.ShroudRoot!>!
static Kiln.WorldProgress.Flame.get -> Kiln.FlameStatus?
static Kiln.WorldProgress.FlameLevel.get -> int?
static Kiln.WorldProgress.For(Kiln.EntityId player) -> Kiln.CharacterProgress!
static Kiln.WorldProgress.For(Kiln.Player! player) -> Kiln.CharacterProgress!
static Kiln.WorldProgress.LimitsAt(int level) -> Kiln.FlameLimits?
static Kiln.WorldProgress.Obelisk(string! id) -> Kiln.Obelisk?
static Kiln.WorldProgress.Obelisks.get -> System.Collections.Generic.IReadOnlyList<Kiln.Obelisk!>!
static Kiln.WorldProgress.PlacesReady.get -> bool
static Kiln.WorldProgress.SetFlameLevel(int level) -> System.Threading.Tasks.Task<Kiln.FlameChange!>!
static Kiln.WorldProgress.Shrine(string! id) -> Kiln.FlameShrine?
static Kiln.WorldProgress.Shrines.get -> System.Collections.Generic.IReadOnlyList<Kiln.FlameShrine!>!
static Kiln.WorldProgress.ShroudRoot(string! id) -> Kiln.ShroudRoot?
static Kiln.WorldProgress.ShroudRoots.get -> System.Collections.Generic.IReadOnlyList<Kiln.ShroudRoot!>!
static Kiln.WorldProgress.Spire(string! id) -> Kiln.Spire?
static Kiln.WorldProgress.Spires.get -> System.Collections.Generic.IReadOnlyList<Kiln.Spire!>!
static Kiln.WorldProgress.Status.get -> Kiln.WorldProgressStatus!
static Kiln.WorldProgress.Survivors.get -> System.Collections.Generic.IReadOnlyList<Kiln.Survivor!>!
static Kiln.WorldProgress.WhenReady(bool bosses = false, System.TimeSpan? timeout = null) -> System.Threading.Tasks.Task<bool>!
static Kiln.WorldProgressStatus.operator !=(Kiln.WorldProgressStatus? left, Kiln.WorldProgressStatus? right) -> bool
static Kiln.WorldProgressStatus.operator ==(Kiln.WorldProgressStatus? left, Kiln.WorldProgressStatus? right) -> bool
~override Kiln.KnowledgeInfo.Equals(object obj) -> bool
~override Kiln.KnowledgeOperation.Equals(object obj) -> bool
~override Kiln.KnowledgeQuery.Equals(object obj) -> bool
~override Kiln.KnowledgeState.Equals(object obj) -> bool
~override Kiln.NativeWanted.Equals(object obj) -> bool
~override Kiln.NativeWanted.ToString() -> string
~override Kiln.QuestHolder.Equals(object obj) -> bool
