#nullable enable
Kiln.GameNodeDefinition
Kiln.GameNodeDefinition.Class.get -> string?
Kiln.GameNodeDefinition.Class.init -> void
Kiln.GameNodeDefinition.Configs.get -> System.Collections.Generic.IReadOnlyDictionary<uint, double>?
Kiln.GameNodeDefinition.Configs.init -> void
Kiln.GameNodeDefinition.Cost.get -> int
Kiln.GameNodeDefinition.Cost.init -> void
Kiln.GameNodeDefinition.From.get -> System.Collections.Generic.IReadOnlyList<string!>!
Kiln.GameNodeDefinition.From.init -> void
Kiln.GameNodeDefinition.GameNodeDefinition() -> void
Kiln.GameNodeDefinition.Guid.get -> System.Guid
Kiln.GameNodeDefinition.Guid.init -> void
Kiln.GameNodeDefinition.Icon.get -> System.Guid?
Kiln.GameNodeDefinition.Icon.init -> void
Kiln.GameNodeDefinition.IconFile.get -> string?
Kiln.GameNodeDefinition.IconFile.init -> void
Kiln.GameNodeDefinition.Id.get -> uint
Kiln.GameNodeDefinition.Like.get -> string?
Kiln.GameNodeDefinition.Like.init -> void
Kiln.GameNodeDefinition.MaxLevel.get -> int?
Kiln.GameNodeDefinition.MaxLevel.init -> void
Kiln.GameNodeDefinition.Name.get -> string!
Kiln.GameNodeDefinition.Name.init -> void
Kiln.GameNodeDefinition.Near.get -> string?
Kiln.GameNodeDefinition.Near.init -> void
Kiln.GameNodeDefinition.Offset.get -> (float X, float Y)?
Kiln.GameNodeDefinition.Offset.init -> void
Kiln.GameNodeDefinition.Position.get -> (float X, float Y)?
Kiln.GameNodeDefinition.Position.init -> void
Kiln.GameNodeDefinition.Program.get -> System.Guid?
Kiln.GameNodeDefinition.Program.init -> void
Kiln.GameNodeDefinition.Scales.get -> System.Collections.Generic.IReadOnlyDictionary<uint, double>?
Kiln.GameNodeDefinition.Scales.init -> void
Kiln.GameNodeDefinition.Texts.get -> System.Collections.Generic.IReadOnlyDictionary<string!, (string! Name, string! Description, string? PerLevel)>?
Kiln.GameNodeDefinition.Texts.init -> void
Kiln.GameNodeDefinition.To.get -> System.Collections.Generic.IReadOnlyList<string!>!
Kiln.GameNodeDefinition.To.init -> void
Kiln.GameNodeDefinition.Type.get -> string?
Kiln.GameNodeDefinition.Type.init -> void
Kiln.GameNodeDefinition.UnlocksAbility.get -> System.Guid?
Kiln.GameNodeDefinition.UnlocksAbility.init -> void
Kiln.GameNodeInfo
Kiln.GameNodeInfo.<Clone>$() -> Kiln.GameNodeInfo!
Kiln.GameNodeInfo.Deconstruct(out System.Guid Guid, out uint Id, out string! Name, out string! Owner, out string! Source, out string! State, out int Index, out int LevelIndex, out string? Error) -> void
Kiln.GameNodeInfo.Equals(Kiln.GameNodeInfo? other) -> bool
Kiln.GameNodeInfo.Error.get -> string?
Kiln.GameNodeInfo.Error.init -> void
Kiln.GameNodeInfo.GameNodeInfo(System.Guid Guid, uint Id, string! Name, string! Owner, string! Source, string! State, int Index, int LevelIndex, string? Error) -> void
Kiln.GameNodeInfo.Guid.get -> System.Guid
Kiln.GameNodeInfo.Guid.init -> void
Kiln.GameNodeInfo.Id.get -> uint
Kiln.GameNodeInfo.Id.init -> void
Kiln.GameNodeInfo.Index.get -> int
Kiln.GameNodeInfo.Index.init -> void
Kiln.GameNodeInfo.LevelIndex.get -> int
Kiln.GameNodeInfo.LevelIndex.init -> void
Kiln.GameNodeInfo.Name.get -> string!
Kiln.GameNodeInfo.Name.init -> void
Kiln.GameNodeInfo.Owner.get -> string!
Kiln.GameNodeInfo.Owner.init -> void
Kiln.GameNodeInfo.Source.get -> string!
Kiln.GameNodeInfo.Source.init -> void
Kiln.GameNodeInfo.State.get -> string!
Kiln.GameNodeInfo.State.init -> void
Kiln.GameNodesRefundedEvent
Kiln.GameNodesRefundedEvent.Nodes.get -> System.Collections.Generic.IReadOnlyList<(uint Id, int Level)>!
Kiln.GameNodesRefundedEvent.Player.get -> Kiln.EntityId
Kiln.GameNodesRefundedEvent.Step.get -> ulong
Kiln.GameShadowMessage
Kiln.GameShadowMessage.<Clone>$() -> Kiln.GameShadowMessage!
Kiln.GameShadowMessage.Deconstruct(out System.Collections.Generic.Dictionary<string!, int>! Levels, out long Revision) -> void
Kiln.GameShadowMessage.Equals(Kiln.GameShadowMessage? other) -> bool
Kiln.GameShadowMessage.GameShadowMessage(System.Collections.Generic.Dictionary<string!, int>! Levels, long Revision) -> void
Kiln.GameShadowMessage.Levels.get -> System.Collections.Generic.Dictionary<string!, int>!
Kiln.GameShadowMessage.Levels.init -> void
Kiln.GameShadowMessage.Revision.get -> long
Kiln.GameShadowMessage.Revision.init -> void
Kiln.GameShadowState
Kiln.GameShadowState.GameShadowState() -> void
Kiln.GameShadowState.Levels.get -> System.Collections.Generic.Dictionary<string!, int>!
Kiln.GameShadowState.Levels.set -> void
Kiln.GameShadowState.Revision.get -> long
Kiln.GameShadowState.Revision.set -> void
Kiln.GameTree
Kiln.GameTreeSimOp
Kiln.GameTreeSimOp.AddRaw = 5 -> Kiln.GameTreeSimOp
Kiln.GameTreeSimOp.Check = 4 -> Kiln.GameTreeSimOp
Kiln.GameTreeSimOp.Lock = 3 -> Kiln.GameTreeSimOp
Kiln.GameTreeSimOp.Strip = 6 -> Kiln.GameTreeSimOp
Kiln.GameTreeSimOp.Unlock = 1 -> Kiln.GameTreeSimOp
Kiln.GameTreeSimOp.UnlockForce = 2 -> Kiln.GameTreeSimOp
Kiln.GameTreeSimResult
Kiln.GameTreeSimResult.<Clone>$() -> Kiln.GameTreeSimResult!
Kiln.GameTreeSimResult.Connected.get -> bool
Kiln.GameTreeSimResult.Connected.init -> void
Kiln.GameTreeSimResult.Deconstruct(out Kiln.GameTreeSimOp Op, out uint Node, out bool Ok, out bool Reachable, out bool Rebuild, out bool Connected, out bool LevelsValid, out int Level, out bool Known, out int Spent, out int UnlockedNodes, out int Stripped, out int Index) -> void
Kiln.GameTreeSimResult.Equals(Kiln.GameTreeSimResult? other) -> bool
Kiln.GameTreeSimResult.GameTreeSimResult(Kiln.GameTreeSimOp Op, uint Node, bool Ok, bool Reachable, bool Rebuild, bool Connected, bool LevelsValid, int Level, bool Known, int Spent, int UnlockedNodes, int Stripped, int Index) -> void
Kiln.GameTreeSimResult.Index.get -> int
Kiln.GameTreeSimResult.Index.init -> void
Kiln.GameTreeSimResult.Known.get -> bool
Kiln.GameTreeSimResult.Known.init -> void
Kiln.GameTreeSimResult.Level.get -> int
Kiln.GameTreeSimResult.Level.init -> void
Kiln.GameTreeSimResult.LevelsValid.get -> bool
Kiln.GameTreeSimResult.LevelsValid.init -> void
Kiln.GameTreeSimResult.Node.get -> uint
Kiln.GameTreeSimResult.Node.init -> void
Kiln.GameTreeSimResult.Ok.get -> bool
Kiln.GameTreeSimResult.Ok.init -> void
Kiln.GameTreeSimResult.Op.get -> Kiln.GameTreeSimOp
Kiln.GameTreeSimResult.Op.init -> void
Kiln.GameTreeSimResult.Reachable.get -> bool
Kiln.GameTreeSimResult.Reachable.init -> void
Kiln.GameTreeSimResult.Rebuild.get -> bool
Kiln.GameTreeSimResult.Rebuild.init -> void
Kiln.GameTreeSimResult.Spent.get -> int
Kiln.GameTreeSimResult.Spent.init -> void
Kiln.GameTreeSimResult.Stripped.get -> int
Kiln.GameTreeSimResult.Stripped.init -> void
Kiln.GameTreeSimResult.UnlockedNodes.get -> int
Kiln.GameTreeSimResult.UnlockedNodes.init -> void
Kiln.GameTreeStatus
Kiln.GameTreeStatus.<Clone>$() -> Kiln.GameTreeStatus!
Kiln.GameTreeStatus.AddedLinks.get -> int
Kiln.GameTreeStatus.AddedLinks.init -> void
Kiln.GameTreeStatus.AddedNodes.get -> int
Kiln.GameTreeStatus.AddedNodes.init -> void
Kiln.GameTreeStatus.Builds.get -> int
Kiln.GameTreeStatus.Builds.init -> void
Kiln.GameTreeStatus.Deconstruct(out bool TreeExpansion, out bool LoginGuard, out bool GameFunctions, out bool NodeTexts, out int GameNodes, out int GameLinks, out int GameLevelMax, out int Nodes, out int Links, out int AddedNodes, out int AddedLinks, out int FreeNodes, out int FreeLevelSlots, out int Defined, out int Refused, out int Pending, out int WorldsServed, out int Builds, out ulong Refunded, out string! Reason, out int ShadowNodes, out int ShadowLevel) -> void
Kiln.GameTreeStatus.Defined.get -> int
Kiln.GameTreeStatus.Defined.init -> void
Kiln.GameTreeStatus.Equals(Kiln.GameTreeStatus? other) -> bool
Kiln.GameTreeStatus.FreeLevelSlots.get -> int
Kiln.GameTreeStatus.FreeLevelSlots.init -> void
Kiln.GameTreeStatus.FreeNodes.get -> int
Kiln.GameTreeStatus.FreeNodes.init -> void
Kiln.GameTreeStatus.GameFunctions.get -> bool
Kiln.GameTreeStatus.GameFunctions.init -> void
Kiln.GameTreeStatus.GameLevelMax.get -> int
Kiln.GameTreeStatus.GameLevelMax.init -> void
Kiln.GameTreeStatus.GameLinks.get -> int
Kiln.GameTreeStatus.GameLinks.init -> void
Kiln.GameTreeStatus.GameNodes.get -> int
Kiln.GameTreeStatus.GameNodes.init -> void
Kiln.GameTreeStatus.GameTreeStatus(bool TreeExpansion, bool LoginGuard, bool GameFunctions, bool NodeTexts, int GameNodes, int GameLinks, int GameLevelMax, int Nodes, int Links, int AddedNodes, int AddedLinks, int FreeNodes, int FreeLevelSlots, int Defined, int Refused, int Pending, int WorldsServed, int Builds, ulong Refunded, string! Reason, int ShadowNodes = 0, int ShadowLevel = 0) -> void
Kiln.GameTreeStatus.Links.get -> int
Kiln.GameTreeStatus.Links.init -> void
Kiln.GameTreeStatus.LoginGuard.get -> bool
Kiln.GameTreeStatus.LoginGuard.init -> void
Kiln.GameTreeStatus.NodeTexts.get -> bool
Kiln.GameTreeStatus.NodeTexts.init -> void
Kiln.GameTreeStatus.Nodes.get -> int
Kiln.GameTreeStatus.Nodes.init -> void
Kiln.GameTreeStatus.Pending.get -> int
Kiln.GameTreeStatus.Pending.init -> void
Kiln.GameTreeStatus.Reason.get -> string!
Kiln.GameTreeStatus.Reason.init -> void
Kiln.GameTreeStatus.Refunded.get -> ulong
Kiln.GameTreeStatus.Refunded.init -> void
Kiln.GameTreeStatus.Refused.get -> int
Kiln.GameTreeStatus.Refused.init -> void
Kiln.GameTreeStatus.ShadowLevel.get -> int
Kiln.GameTreeStatus.ShadowLevel.init -> void
Kiln.GameTreeStatus.ShadowNodes.get -> int
Kiln.GameTreeStatus.ShadowNodes.init -> void
Kiln.GameTreeStatus.TreeExpansion.get -> bool
Kiln.GameTreeStatus.TreeExpansion.init -> void
Kiln.GameTreeStatus.WorldsServed.get -> int
Kiln.GameTreeStatus.WorldsServed.init -> void
Kiln.Skills
Kiln.TalentAttributes
Kiln.TalentChange
Kiln.TalentChange.<Clone>$() -> Kiln.TalentChange!
Kiln.TalentChange.Deconstruct(out Kiln.TalentTree! Tree, out Kiln.TalentHolder Holder, out Kiln.TalentChangeKind Kind, out string? Node, out int OldLevel, out int NewLevel, out int Points) -> void
Kiln.TalentChange.Equals(Kiln.TalentChange? other) -> bool
Kiln.TalentChange.Holder.get -> Kiln.TalentHolder
Kiln.TalentChange.Holder.init -> void
Kiln.TalentChange.Kind.get -> Kiln.TalentChangeKind
Kiln.TalentChange.Kind.init -> void
Kiln.TalentChange.NewLevel.get -> int
Kiln.TalentChange.NewLevel.init -> void
Kiln.TalentChange.Node.get -> string?
Kiln.TalentChange.Node.init -> void
Kiln.TalentChange.OldLevel.get -> int
Kiln.TalentChange.OldLevel.init -> void
Kiln.TalentChange.Points.get -> int
Kiln.TalentChange.Points.init -> void
Kiln.TalentChange.TalentChange(Kiln.TalentTree! Tree, Kiln.TalentHolder Holder, Kiln.TalentChangeKind Kind, string? Node, int OldLevel, int NewLevel, int Points) -> void
Kiln.TalentChange.Tree.get -> Kiln.TalentTree!
Kiln.TalentChange.Tree.init -> void
Kiln.TalentChangeKind
Kiln.TalentChangeKind.Grant = 3 -> Kiln.TalentChangeKind
Kiln.TalentChangeKind.Lock = 1 -> Kiln.TalentChangeKind
Kiln.TalentChangeKind.Reset = 4 -> Kiln.TalentChangeKind
Kiln.TalentChangeKind.Respec = 2 -> Kiln.TalentChangeKind
Kiln.TalentChangeKind.Unlock = 0 -> Kiln.TalentChangeKind
Kiln.TalentChangedEvent
Kiln.TalentChangedEvent.Change.get -> Kiln.TalentChange!
Kiln.TalentContext
Kiln.TalentContext.Holder.get -> Kiln.TalentHolder
Kiln.TalentContext.Level.get -> int
Kiln.TalentContext.Node.get -> Kiln.TalentNode!
Kiln.TalentContext.Player.get -> Kiln.EntityId
Kiln.TalentContext.State.get -> object?
Kiln.TalentContext.State.set -> void
Kiln.TalentContext.Tree.get -> Kiln.TalentTree!
Kiln.TalentEffect
Kiln.TalentEffect.TalentEffect() -> void
Kiln.TalentHolder
Kiln.TalentHolder.Character.get -> Kiln.CharacterKey
Kiln.TalentHolder.Character.init -> void
Kiln.TalentHolder.Deconstruct(out ulong SteamId, out Kiln.EntityId Entity) -> void
Kiln.TalentHolder.Entity.get -> Kiln.EntityId
Kiln.TalentHolder.Entity.init -> void
Kiln.TalentHolder.Equals(Kiln.TalentHolder other) -> bool
Kiln.TalentHolder.SteamId.get -> ulong
Kiln.TalentHolder.SteamId.init -> void
Kiln.TalentHolder.TalentHolder() -> void
Kiln.TalentHolder.TalentHolder(ulong SteamId, Kiln.EntityId Entity) -> void
Kiln.TalentNode
Kiln.TalentNode.Column.get -> int
Kiln.TalentNode.Column.init -> void
Kiln.TalentNode.Cost.get -> int
Kiln.TalentNode.Cost.init -> void
Kiln.TalentNode.Description.get -> Kiln.UiText?
Kiln.TalentNode.Description.init -> void
Kiln.TalentNode.Effects.get -> System.Collections.Generic.IReadOnlyList<Kiln.TalentEffect!>!
Kiln.TalentNode.Effects.init -> void
Kiln.TalentNode.Icon.get -> string?
Kiln.TalentNode.Icon.init -> void
Kiln.TalentNode.Id.get -> string!
Kiln.TalentNode.Id.init -> void
Kiln.TalentNode.LevelRequired.get -> int
Kiln.TalentNode.LevelRequired.init -> void
Kiln.TalentNode.ListEffects.get -> bool
Kiln.TalentNode.ListEffects.init -> void
Kiln.TalentNode.MaxLevel.get -> int
Kiln.TalentNode.MaxLevel.init -> void
Kiln.TalentNode.Name.get -> Kiln.UiText!
Kiln.TalentNode.Name.init -> void
Kiln.TalentNode.PointsSpentRequired.get -> int
Kiln.TalentNode.PointsSpentRequired.init -> void
Kiln.TalentNode.RequireAll.get -> bool
Kiln.TalentNode.RequireAll.init -> void
Kiln.TalentNode.Requires.get -> System.Collections.Generic.IReadOnlyList<string!>!
Kiln.TalentNode.Requires.init -> void
Kiln.TalentNode.Row.get -> int
Kiln.TalentNode.Row.init -> void
Kiln.TalentNode.TalentNode() -> void
Kiln.TalentPoints
Kiln.TalentPoints.TalentPoints() -> void
Kiln.TalentPointsInfo
Kiln.TalentPointsInfo.Available.get -> int
Kiln.TalentPointsInfo.Available.init -> void
Kiln.TalentPointsInfo.Deconstruct(out int Total, out int Spent, out int Available) -> void
Kiln.TalentPointsInfo.Equals(Kiln.TalentPointsInfo other) -> bool
Kiln.TalentPointsInfo.Spent.get -> int
Kiln.TalentPointsInfo.Spent.init -> void
Kiln.TalentPointsInfo.TalentPointsInfo() -> void
Kiln.TalentPointsInfo.TalentPointsInfo(int Total, int Spent, int Available) -> void
Kiln.TalentPointsInfo.Total.get -> int
Kiln.TalentPointsInfo.Total.init -> void
Kiln.TalentRequest
Kiln.TalentRequest.<Clone>$() -> Kiln.TalentRequest!
Kiln.TalentRequest.Deconstruct(out int Op, out string! Tree, out string! Node) -> void
Kiln.TalentRequest.Equals(Kiln.TalentRequest? other) -> bool
Kiln.TalentRequest.Node.get -> string!
Kiln.TalentRequest.Node.init -> void
Kiln.TalentRequest.Op.get -> int
Kiln.TalentRequest.Op.init -> void
Kiln.TalentRequest.TalentRequest(int Op, string! Tree, string! Node) -> void
Kiln.TalentRequest.Tree.get -> string!
Kiln.TalentRequest.Tree.init -> void
Kiln.TalentResult
Kiln.TalentResult.<Clone>$() -> Kiln.TalentResult!
Kiln.TalentResult.Deconstruct(out bool Ok, out string! Reason, out int Level, out Kiln.TalentPointsInfo Points) -> void
Kiln.TalentResult.Equals(Kiln.TalentResult? other) -> bool
Kiln.TalentResult.Level.get -> int
Kiln.TalentResult.Level.init -> void
Kiln.TalentResult.Ok.get -> bool
Kiln.TalentResult.Ok.init -> void
Kiln.TalentResult.Points.get -> Kiln.TalentPointsInfo
Kiln.TalentResult.Points.init -> void
Kiln.TalentResult.Reason.get -> string!
Kiln.TalentResult.Reason.init -> void
Kiln.TalentResult.TalentResult(bool Ok, string! Reason, int Level, Kiln.TalentPointsInfo Points) -> void
Kiln.TalentStateMessage
Kiln.TalentStateMessage.<Clone>$() -> Kiln.TalentStateMessage!
Kiln.TalentStateMessage.Available.get -> int
Kiln.TalentStateMessage.Available.init -> void
Kiln.TalentStateMessage.CharacterLevel.get -> int
Kiln.TalentStateMessage.CharacterLevel.init -> void
Kiln.TalentStateMessage.Deconstruct(out string! Tree, out int Total, out int Spent, out int Available, out System.Collections.Generic.Dictionary<string!, int>! Levels, out bool Ok, out string! Message, out long Revision, out int CharacterLevel) -> void
Kiln.TalentStateMessage.Equals(Kiln.TalentStateMessage? other) -> bool
Kiln.TalentStateMessage.Levels.get -> System.Collections.Generic.Dictionary<string!, int>!
Kiln.TalentStateMessage.Levels.init -> void
Kiln.TalentStateMessage.Message.get -> string!
Kiln.TalentStateMessage.Message.init -> void
Kiln.TalentStateMessage.Ok.get -> bool
Kiln.TalentStateMessage.Ok.init -> void
Kiln.TalentStateMessage.Revision.get -> long
Kiln.TalentStateMessage.Revision.init -> void
Kiln.TalentStateMessage.Spent.get -> int
Kiln.TalentStateMessage.Spent.init -> void
Kiln.TalentStateMessage.TalentStateMessage(string! Tree, int Total, int Spent, int Available, System.Collections.Generic.Dictionary<string!, int>! Levels, bool Ok, string! Message, long Revision, int CharacterLevel) -> void
Kiln.TalentStateMessage.Total.get -> int
Kiln.TalentStateMessage.Total.init -> void
Kiln.TalentStateMessage.Tree.get -> string!
Kiln.TalentStateMessage.Tree.init -> void
Kiln.TalentTree
Kiln.TalentTree.AllowRespec.get -> bool
Kiln.TalentTree.AllowRespec.init -> void
Kiln.TalentTree.Description.get -> Kiln.UiText?
Kiln.TalentTree.Description.init -> void
Kiln.TalentTree.Directory.get -> string?
Kiln.TalentTree.Directory.set -> void
Kiln.TalentTree.Id.get -> string!
Kiln.TalentTree.Id.init -> void
Kiln.TalentTree.Key.get -> string?
Kiln.TalentTree.Key.init -> void
Kiln.TalentTree.MenuEntry.get -> Kiln.UiText?
Kiln.TalentTree.MenuEntry.init -> void
Kiln.TalentTree.MenuOrder.get -> int
Kiln.TalentTree.MenuOrder.init -> void
Kiln.TalentTree.Name.get -> Kiln.UiText!
Kiln.TalentTree.Name.init -> void
Kiln.TalentTree.Nodes.get -> System.Collections.Generic.IReadOnlyList<Kiln.TalentNode!>!
Kiln.TalentTree.Nodes.init -> void
Kiln.TalentTree.OnChanged.get -> System.Action<Kiln.TalentChange!>?
Kiln.TalentTree.OnChanged.init -> void
Kiln.TalentTree.Points.get -> Kiln.TalentPoints!
Kiln.TalentTree.Points.init -> void
Kiln.TalentTree.TalentTree() -> void
Kiln.TalentTreeState
Kiln.TalentTreeState.Granted.get -> int
Kiln.TalentTreeState.Granted.set -> void
Kiln.TalentTreeState.LastGameTotal.get -> int
Kiln.TalentTreeState.LastGameTotal.set -> void
Kiln.TalentTreeState.LastLevel.get -> int
Kiln.TalentTreeState.LastLevel.set -> void
Kiln.TalentTreeState.Levels.get -> System.Collections.Generic.Dictionary<string!, int>!
Kiln.TalentTreeState.Levels.set -> void
Kiln.TalentTreeState.Revision.get -> long
Kiln.TalentTreeState.Revision.set -> void
Kiln.TalentTreeState.TalentTreeState() -> void
Kiln.TalentUnlockingEvent
Kiln.TalentUnlockingEvent.Cost.get -> int
Kiln.TalentUnlockingEvent.Holder.get -> Kiln.TalentHolder
Kiln.TalentUnlockingEvent.Level.get -> int
Kiln.TalentUnlockingEvent.Node.get -> Kiln.TalentNode!
Kiln.TalentUnlockingEvent.Reason.get -> string!
Kiln.TalentUnlockingEvent.Reason.set -> void
Kiln.TalentUnlockingEvent.Tree.get -> Kiln.TalentTree!
override Kiln.GameNodeInfo.Equals(object? obj) -> bool
override Kiln.GameNodeInfo.GetHashCode() -> int
override Kiln.GameNodeInfo.ToString() -> string!
override Kiln.GameNodesRefundedEvent.ToString() -> string!
override Kiln.GameShadowMessage.Equals(object? obj) -> bool
override Kiln.GameShadowMessage.GetHashCode() -> int
override Kiln.GameShadowMessage.ToString() -> string!
override Kiln.GameTreeSimResult.Equals(object? obj) -> bool
override Kiln.GameTreeSimResult.GetHashCode() -> int
override Kiln.GameTreeSimResult.ToString() -> string!
override Kiln.GameTreeStatus.Equals(object? obj) -> bool
override Kiln.GameTreeStatus.GetHashCode() -> int
override Kiln.GameTreeStatus.ToString() -> string!
override Kiln.TalentChange.Equals(object? obj) -> bool
override Kiln.TalentChange.GetHashCode() -> int
override Kiln.TalentChange.ToString() -> string!
override Kiln.TalentChangedEvent.ToString() -> string!
override Kiln.TalentHolder.GetHashCode() -> int
override Kiln.TalentHolder.ToString() -> string!
override Kiln.TalentPoints.ToString() -> string!
override Kiln.TalentPointsInfo.GetHashCode() -> int
override Kiln.TalentPointsInfo.ToString() -> string!
override Kiln.TalentRequest.Equals(object? obj) -> bool
override Kiln.TalentRequest.GetHashCode() -> int
override Kiln.TalentRequest.ToString() -> string!
override Kiln.TalentResult.Equals(object? obj) -> bool
override Kiln.TalentResult.GetHashCode() -> int
override Kiln.TalentResult.ToString() -> string!
override Kiln.TalentStateMessage.Equals(object? obj) -> bool
override Kiln.TalentStateMessage.GetHashCode() -> int
override Kiln.TalentStateMessage.ToString() -> string!
static Kiln.GameNodeInfo.operator !=(Kiln.GameNodeInfo? left, Kiln.GameNodeInfo? right) -> bool
static Kiln.GameNodeInfo.operator ==(Kiln.GameNodeInfo? left, Kiln.GameNodeInfo? right) -> bool
static Kiln.GameShadowMessage.operator !=(Kiln.GameShadowMessage? left, Kiln.GameShadowMessage? right) -> bool
static Kiln.GameShadowMessage.operator ==(Kiln.GameShadowMessage? left, Kiln.GameShadowMessage? right) -> bool
static Kiln.GameTree.Available.get -> bool
static Kiln.GameTree.Define(params Kiln.GameNodeDefinition![]! nodes) -> System.Collections.Generic.IReadOnlyList<Kiln.GameNodeInfo!>!
static Kiln.GameTree.DefineJson(string! json) -> System.Collections.Generic.IReadOnlyList<Kiln.GameNodeInfo!>!
static Kiln.GameTree.Definitions.get -> System.Collections.Generic.IReadOnlyList<Kiln.GameNodeInfo!>!
static Kiln.GameTree.Dump(bool addedOnly = false) -> string!
static Kiln.GameTree.GameRequest(Kiln.EntityId player, int op, uint node = 0) -> bool
static Kiln.GameTree.LabCarried(Kiln.TalentHolder holder) -> System.Collections.Generic.IReadOnlyDictionary<string!, int>!
static Kiln.GameTree.LabLoginGuard(Kiln.EntityId player) -> bool
static Kiln.GameTree.LabNativeRequests(Kiln.EntityId player) -> System.Collections.Generic.IReadOnlyList<uint>!
static Kiln.GameTree.LabPlayer(Kiln.EntityId player, Kiln.TalentHolder? holder = null, bool forceNative = false) -> void
static Kiln.GameTree.LabPutInSave(Kiln.EntityId player, uint node, int level) -> bool
static Kiln.GameTree.LabReload(Kiln.EntityId player) -> void
static Kiln.GameTree.LabSetCarried(Kiln.TalentHolder holder, System.Collections.Generic.IReadOnlyDictionary<string!, int>! levels) -> void
static Kiln.GameTree.PointsSpent(Kiln.EntityId player) -> int?
static Kiln.GameTree.Query(Kiln.EntityId player, uint node) -> (bool Unlocked, bool Reachable)?
static Kiln.GameTree.Resource(int which, out string! check) -> byte[]!
static Kiln.GameTree.SetShadowLevels(Kiln.EntityId player, System.Collections.Generic.IReadOnlyDictionary<uint, int>! levels) -> void
static Kiln.GameTree.ShadowEffects(Kiln.EntityId player) -> System.Collections.Generic.IReadOnlyList<(uint Node, int Level, Kiln.EntityId Impact)>!
static Kiln.GameTree.ShadowLevel.get -> int
static Kiln.GameTree.ShadowLevels(Kiln.EntityId player, int world = 0) -> System.Collections.Generic.IReadOnlyDictionary<uint, int>!
static Kiln.GameTree.ShadowNodes.get -> System.Collections.Generic.IReadOnlySet<uint>!
static Kiln.GameTree.Simulate(params (Kiln.GameTreeSimOp Op, uint Node)[]! steps) -> System.Collections.Generic.IReadOnlyList<Kiln.GameTreeSimResult!>!
static Kiln.GameTree.Status.get -> Kiln.GameTreeStatus?
static Kiln.GameTreeSimResult.operator !=(Kiln.GameTreeSimResult? left, Kiln.GameTreeSimResult? right) -> bool
static Kiln.GameTreeSimResult.operator ==(Kiln.GameTreeSimResult? left, Kiln.GameTreeSimResult? right) -> bool
static Kiln.GameTreeStatus.operator !=(Kiln.GameTreeStatus? left, Kiln.GameTreeStatus? right) -> bool
static Kiln.GameTreeStatus.operator ==(Kiln.GameTreeStatus? left, Kiln.GameTreeStatus? right) -> bool
static Kiln.Skills.ActiveEffects(Kiln.EntityId player) -> System.Collections.Generic.IReadOnlyList<(string! Tree, string! Node, int Level, System.Collections.Generic.IReadOnlyList<Kiln.EntityId>! Entities)>!
static Kiln.Skills.Available.get -> bool
static Kiln.Skills.EnsureStarted() -> void
static Kiln.Skills.Find(string! id) -> Kiln.TalentTree?
static Kiln.Skills.Grant(string! tree, Kiln.EntityId player, int points) -> Kiln.TalentPointsInfo
static Kiln.Skills.Grant(string! tree, Kiln.TalentHolder holder, int points) -> Kiln.TalentPointsInfo
static Kiln.Skills.Has(Kiln.EntityId player, string! tree, string! node) -> bool
static Kiln.Skills.HolderOf(Kiln.CharacterKey character, ulong legacySteamId = 0) -> Kiln.TalentHolder
static Kiln.Skills.HolderOf(Kiln.EntityId player) -> Kiln.TalentHolder
static Kiln.Skills.LevelOf(string! tree, string! node, Kiln.TalentHolder holder) -> int
static Kiln.Skills.LoadTrees(string? modDirectory = null) -> System.Collections.Generic.IReadOnlyList<Kiln.TalentTree!>!
static Kiln.Skills.Lock(string! tree, string! node, Kiln.TalentHolder holder, bool force = false) -> Kiln.TalentResult!
static Kiln.Skills.Points(string! tree, Kiln.TalentHolder holder) -> Kiln.TalentPointsInfo
static Kiln.Skills.Refresh(string! tree, Kiln.TalentHolder holder) -> void
static Kiln.Skills.Register(Kiln.TalentTree! tree) -> Kiln.TalentTree!
static Kiln.Skills.Respec(string! tree, Kiln.TalentHolder holder, bool force = false) -> Kiln.TalentResult!
static Kiln.Skills.State(string! tree, Kiln.EntityId player) -> Kiln.TalentTreeState!
static Kiln.Skills.State(string! tree, Kiln.TalentHolder holder) -> Kiln.TalentTreeState!
static Kiln.Skills.Trees.get -> System.Collections.Generic.IReadOnlyList<Kiln.TalentTree!>!
static Kiln.Skills.Unlock(Kiln.EntityId player, string! tree, string! node) -> Kiln.TalentResult!
static Kiln.Skills.Unlock(string! tree, string! node, Kiln.TalentHolder holder, bool force = false) -> Kiln.TalentResult!
static Kiln.TalentAttributes.NameOf(System.Guid g) -> string!
static Kiln.TalentChange.operator !=(Kiln.TalentChange? left, Kiln.TalentChange? right) -> bool
static Kiln.TalentChange.operator ==(Kiln.TalentChange? left, Kiln.TalentChange? right) -> bool
static Kiln.TalentEffect.Ability(string! abilityId) -> Kiln.TalentEffect!
static Kiln.TalentEffect.Attribute(System.Guid attribute, int amountPerLevel = 1) -> Kiln.TalentEffect!
static Kiln.TalentEffect.Buff(System.Guid buff, double refreshSeconds = 30) -> Kiln.TalentEffect!
static Kiln.TalentEffect.Buff(string! buff, double refreshSeconds = 30) -> Kiln.TalentEffect!
static Kiln.TalentEffect.Callback(System.Action<Kiln.TalentContext!>! apply, System.Action<Kiln.TalentContext!>? remove = null) -> Kiln.TalentEffect!
static Kiln.TalentEffect.GameNode(uint nodeId) -> Kiln.TalentEffect!
static Kiln.TalentEffect.LevelledProgram(System.Guid program, string! levelConfig, System.Collections.Generic.IReadOnlyDictionary<string!, object!>? configs = null) -> Kiln.TalentEffect!
static Kiln.TalentEffect.Program(System.Guid program, System.Collections.Generic.IReadOnlyDictionary<string!, object!>? configs = null) -> Kiln.TalentEffect!
static Kiln.TalentHolder.operator !=(Kiln.TalentHolder left, Kiln.TalentHolder right) -> bool
static Kiln.TalentHolder.operator ==(Kiln.TalentHolder left, Kiln.TalentHolder right) -> bool
static Kiln.TalentPoints.Custom(System.Func<Kiln.TalentHolder, int>! total) -> Kiln.TalentPoints!
static Kiln.TalentPoints.Own(int start = 0, int perLevel = 1) -> Kiln.TalentPoints!
static Kiln.TalentPoints.ShareOfGame(double share) -> Kiln.TalentPoints!
static Kiln.TalentPointsInfo.operator !=(Kiln.TalentPointsInfo left, Kiln.TalentPointsInfo right) -> bool
static Kiln.TalentPointsInfo.operator ==(Kiln.TalentPointsInfo left, Kiln.TalentPointsInfo right) -> bool
static Kiln.TalentRequest.operator !=(Kiln.TalentRequest? left, Kiln.TalentRequest? right) -> bool
static Kiln.TalentRequest.operator ==(Kiln.TalentRequest? left, Kiln.TalentRequest? right) -> bool
static Kiln.TalentResult.operator !=(Kiln.TalentResult? left, Kiln.TalentResult? right) -> bool
static Kiln.TalentResult.operator ==(Kiln.TalentResult? left, Kiln.TalentResult? right) -> bool
static Kiln.TalentStateMessage.operator !=(Kiln.TalentStateMessage? left, Kiln.TalentStateMessage? right) -> bool
static Kiln.TalentStateMessage.operator ==(Kiln.TalentStateMessage? left, Kiln.TalentStateMessage? right) -> bool
static readonly Kiln.TalentAttributes.Constitution -> System.Guid
static readonly Kiln.TalentAttributes.Dexterity -> System.Guid
static readonly Kiln.TalentAttributes.Endurance -> System.Guid
static readonly Kiln.TalentAttributes.Intelligence -> System.Guid
static readonly Kiln.TalentAttributes.Spirit -> System.Guid
static readonly Kiln.TalentAttributes.Strength -> System.Guid
~override Kiln.TalentHolder.Equals(object obj) -> bool
~override Kiln.TalentPointsInfo.Equals(object obj) -> bool
