Esempio n. 1
0
        public static void OnGUI()
        {
            if (Main.IsInGame)
            {
                UI.BeginHorizontal();
                UI.Space(25);
                UI.Label("increment".cyan(), UI.AutoWidth());
                var increment = UI.IntTextField(ref settings.increment, null, UI.Width(150));
                UI.Space(25);
                UI.Toggle("Dividers", ref settings.showDivisions);
                UI.EndHorizontal();
                var mainChar = Game.Instance.Player.MainCharacter.Value;
                var kingdom  = KingdomState.Instance;
                UI.Div(0, 25);
                UI.HStack("Resources", 1,
                          () => {
                    var money = Game.Instance.Player.Money;
                    UI.Label("Gold".cyan(), UI.Width(150));
                    UI.Label(money.ToString().orange().bold(), UI.Width(200));
                    UI.ActionButton($"Gain {increment}", () => Game.Instance.Player.GainMoney(increment), UI.AutoWidth());
                    UI.ActionButton($"Lose {increment}", () => {
                        var loss = Math.Min(money, increment);
                        Game.Instance.Player.GainMoney(-loss);
                    }, UI.AutoWidth());
                },
                          () => {
                    var exp = mainChar.Progression.Experience;
                    UI.Label("Experience".cyan(), UI.Width(150));
                    UI.Label(exp.ToString().orange().bold(), UI.Width(200));
                    UI.ActionButton($"Gain {increment}", () => {
                        Game.Instance.Player.GainPartyExperience(increment);
                    }, UI.AutoWidth());
                });
                if (kingdom != null)
                {
                    UI.Div(0, 25);
                    UI.HStack("Kingdom", 1,
                              () => {
                        UI.Label("Finances".cyan(), UI.Width(150));
                        UI.Label(kingdom.Resources.Finances.ToString().orange().bold(), UI.Width(200));
                        UI.ActionButton($"Gain {increment}", () => {
                            kingdom.Resources += KingdomResourcesAmount.FromFinances(increment);
                        }, UI.AutoWidth());
                        UI.ActionButton($"Lose {increment}", () => {
                            kingdom.Resources -= KingdomResourcesAmount.FromFinances(increment);
                        }, UI.AutoWidth());
                    },
                              () => {
                        UI.Label("Materials".cyan(), UI.Width(150));
                        UI.Label(kingdom.Resources.Materials.ToString().orange().bold(), UI.Width(200));
                        UI.ActionButton($"Gain {increment}", () => {
                            kingdom.Resources += KingdomResourcesAmount.FromMaterials(increment);
                        }, UI.AutoWidth());
                        UI.ActionButton($"Lose {increment}", () => {
                            kingdom.Resources -= KingdomResourcesAmount.FromMaterials(increment);
                        }, UI.AutoWidth());
                    },
                              () => {
                        UI.Label("Favors".cyan(), UI.Width(150));
                        UI.Label(kingdom.Resources.Favors.ToString().orange().bold(), UI.Width(200));
                        UI.ActionButton($"Gain {increment}", () => {
                            kingdom.Resources += KingdomResourcesAmount.FromFavors(increment);
                        }, UI.AutoWidth());
                        UI.ActionButton($"Lose {increment}", () => {
                            kingdom.Resources -= KingdomResourcesAmount.FromFavors(increment);
                        }, UI.AutoWidth());
                    });
                }
            }
            UI.Div(0, 25);
            UI.HStack("Combat", 4,
                      () => UI.ActionButton("Rest All", () => CheatsCombat.RestAll()),
                      () => UI.ActionButton("Empowered", () => CheatsCombat.Empowered("")),
                      () => UI.ActionButton("Full Buff Please", () => CheatsCombat.FullBuffPlease("")),
                      () => UI.ActionButton("Remove Buffs", () => Actions.RemoveAllBuffs()),
                      () => UI.ActionButton("Remove Death's Door", () => CheatsCombat.DetachDebuff()),
                      () => UI.ActionButton("Kill All Enemies", () => CheatsCombat.KillAll()),
                      () => UI.ActionButton("Summon Zoo", () => CheatsCombat.SpawnInspectedEnemiesUnderCursor(""))
                      );
            UI.Div(0, 25);
            UI.HStack("Common", 4,
                      () => UI.ActionButton("Teleport Party To You", () => Actions.TeleportPartyToPlayer()),
                      () => UI.ActionButton("Go To Global Map", () => Actions.TeleportToGlobalMap()),
                      () => UI.ActionButton("Perception Checks", () => Actions.RunPerceptionTriggers()),
                      () => {
                UI.ActionButton("Set Perception to 40", () => {
                    CheatsCommon.StatPerception();
                    Actions.RunPerceptionTriggers();
                });
            },
                      () => UI.ActionButton("Change Weather", () => CheatsCommon.ChangeWeather("")),
                      () => UI.ActionButton("Give All Items", () => CheatsUnlock.CreateAllItems("")),
                      //                    () => { UI.ActionButton("Change Party", () => { Actions.ChangeParty(); }); },
                      () => { }
                      );
            UI.Div(0, 25);
            UI.HStack("Unlocks", 4, () => {
                UI.ActionButton("All Mythic Paths", () => Actions.UnlockAllMythicPaths());
                UI.Space(25);
                UI.Label("Warning! Using this might break your game somehow. Recommend for experimental tinkering like trying out different builds, and not for actually playing the game.".green());
            });
            UI.Div(0, 25);
            UI.HStack("Preview", 0, () => {
                UI.Toggle("Dialog Results", ref settings.previewDialogResults, 0);
                UI.Toggle("Dialog Alignment", ref settings.previewAlignmentRestrictedDialog, 0);
                UI.Toggle("Random Encounters", ref settings.previewRandomEncounters, 0);
                UI.Toggle("Events", ref settings.previewEventResults, 0);
            });
            UI.Div(0, 25);
            UI.HStack("Tweaks", 1,
                      () => UI.Toggle("Object Highlight Toggle Mode", ref settings.highlightObjectsToggle, 0),
                      () => UI.Toggle("Whole Team Moves Same Speed", ref settings.toggleMoveSpeedAsOne, 0),

                      () => UI.Toggle("Infinite Abilities", ref settings.toggleInfiniteAbilities, 0),
                      () => UI.Toggle("Infinite Spell Casts", ref settings.toggleInfiniteSpellCasts, 0),

                      () => UI.Toggle("Unlimited Actions During Turn", ref settings.toggleUnlimitedActionsPerTurn, 0),
                      () => UI.Toggle("Infinite Charges On Items", ref settings.toggleInfiniteItems, 0),

                      () => UI.Toggle("Instant Cooldown", ref settings.toggleInstantCooldown, 0),
                      () => UI.Toggle("Spontaneous Caster Scroll Copy", ref settings.toggleSpontaneousCopyScrolls, 0),

                      () => UI.Toggle("Disable Equipment Restrictions", ref settings.toggleEquipmentRestrictions, 0),
                      () => UI.Toggle("Disable Dialog Restrictions", ref settings.toggleDialogRestrictions, 0),

                      () => UI.Toggle("No Friendly Fire On AOEs", ref settings.toggleNoFriendlyFireForAOE, 0),
                      () => UI.Toggle("Free Meta-Magic", ref settings.toggleMetamagicIsFree, 0),

                      () => UI.Toggle("No Fog Of War", ref settings.toggleNoFogOfWar, 0),
                      () => UI.Toggle("No Material Components", ref settings.toggleMaterialComponent, 0),
                      //() => UI.Toggle("Restore Spells & Skills After Combat", ref settings.toggleRestoreSpellsAbilitiesAfterCombat,0),
                      //() => UI.Toggle("Access Remote Characters", ref settings.toggleAccessRemoteCharacters,0),
                      //() => UI.Toggle("Show Pet Portraits", ref settings.toggleShowAllPartyPortraits,0),
                      () => UI.Toggle("Instant Rest After Combat", ref settings.toggleInstantRestAfterCombat, 0),
                      () => UI.Toggle("Auto Load Last Save On Launch", ref settings.toggleAutomaticallyLoadLastSave, 0),
                      () => { }
                      );
            UI.Div(153, 25);
            UI.HStack("", 1,
                      () => UI.EnumGrid("Disable Attacks Of Opportunity", ref settings.noAttacksOfOpportunitySelection, 0, UI.AutoWidth()),
                      () => UI.EnumGrid("Can Move Through", ref settings.allowMovementThroughSelection, 0, UI.AutoWidth()),
                      () => { UI.Space(328); UI.Label("This allows characters you control to move through the selected category of units during combat".green(), UI.AutoWidth()); }
#if false
                      () => { UI.Slider("Collision Radius Multiplier", ref settings.collisionRadiusMultiplier, 0f, 2f, 1f, 1, "", UI.AutoWidth()); },
Esempio n. 2
0
        public static void OnGUI()
        {
#if BUILD_CRUI
            ActionButton("Demo crUI", () => ModKit.crUI.Demo());
#endif
            if (Main.IsInGame)
            {
                BeginHorizontal();
                Space(25);
                Label("increment".cyan(), AutoWidth());
                var increment = IntTextField(ref settings.increment, null, Width(150));
                EndHorizontal();
                var mainChar = Game.Instance.Player.MainCharacter.Value;
                var kingdom  = KingdomState.Instance;
                HStack("Resources", 1,
                       () => {
                    var money = Game.Instance.Player.Money;
                    Label("Gold".cyan(), Width(150));
                    Label(money.ToString().orange().bold(), Width(200));
                    ActionButton($"Gain {increment}", () => Game.Instance.Player.GainMoney(increment), AutoWidth());
                    ActionButton($"Lose {increment}", () => {
                        var loss = Math.Min(money, increment);
                        Game.Instance.Player.GainMoney(-loss);
                    }, AutoWidth());
                },
                       () => {
                    var exp = mainChar.Progression.Experience;
                    Label("Experience".cyan(), Width(150));
                    Label(exp.ToString().orange().bold(), Width(200));
                    ActionButton($"Gain {increment}", () => {
                        Game.Instance.Player.GainPartyExperience(increment);
                    }, AutoWidth());
                },
                       () => {
                    var corruption = Game.Instance.Player.Corruption;
                    Label("Corruption".cyan(), Width(150));
                    Label(corruption.CurrentValue.ToString().orange().bold(), Width(200));
                    ActionButton($"Clear", () => corruption.Clear(), AutoWidth());
                    25.space();
                    Toggle("Disable Corruption", ref settings.toggleDisableCorruption);
                },
                       () => { }
                       );
            }
            Div(0, 25);
            HStack("Combat", 2,
                   () => BindableActionButton(RestAll),
                   () => BindableActionButton(RestSelected),
                   () => BindableActionButton(FullBuffPlease),
                   () => BindableActionButton(Empowered),
                   () => BindableActionButton(GoddesBuffs),
                   () => BindableActionButton(RemoveBuffs),
                   () => BindableActionButton(RemoveDeathsDoor),
                   () => BindableActionButton(KillAllEnemies),
                   //() => UI.BindableActionButton(SummonZoo),
                   () => BindableActionButton(LobotomizeAllEnemies),
                   () => { }
                   );
            Div(0, 25);
            HStack("Teleport", 2,
                   () => BindableActionButton(TeleportPartyToYou),
                   () => {
                Toggle("Enable Teleport Keys", ref settings.toggleTeleportKeysEnabled);
                Space(100);
                if (settings.toggleTeleportKeysEnabled)
                {
                    using (VerticalScope()) {
                        KeyBindPicker("TeleportMain", "Main Character", 0, 200);
                        KeyBindPicker("TeleportSelected", "Selected Chars", 0, 200);
                        KeyBindPicker("TeleportParty", "Whole Party", 0, 200);
                    }
                }
                Space(25);
                Label("You can enable hot keys to teleport members of your party to your mouse cursor on Area or the Global Map".green());
            });
            Div(0, 25);
            HStack("Common", 2,
                   () => BindableActionButton(GoToGlobalMap),
                   () => BindableActionButton(ChangeParty),
                   () => BindableActionButton(RerollPerception),
                   () => {
                BindableActionButton(RerollInteractionSkillChecks);
                Space(-75);
                Label("This resets all the skill check rolls for all interactable objects in the area".green());
            },
                   () => {
                NonBindableActionButton("Set Perception to 40", () => {
                    CheatsCommon.StatPerception();
                    Actions.RunPerceptionTriggers();
                });
            },
                   () => BindableActionButton(ChangWeather),
                   () => NonBindableActionButton("Give All Items", () => CheatsUnlock.CreateAllItems("")),
                   () => NonBindableActionButton("Identify All", () => Actions.IdentifyAll()),
                   () => { }
                   );
            Div(0, 25);
            HStack("Preview", 0, () => {
                Toggle("Dialog Results", ref settings.previewDialogResults);
                Space(25);
                Toggle("Dialog Alignment", ref settings.previewAlignmentRestrictedDialog);
                Space(25);
                Toggle("Random Encounters", ref settings.previewRandomEncounters);
                Space(25);
                Toggle("Events", ref settings.previewEventResults);
                Space(25);
                Toggle("Decrees", ref settings.previewDecreeResults);
                Space(25);
                Toggle("Relic Info", ref settings.previewRelicResults);
                Space(25);
                BindableActionButton(PreviewDialogResults);
            });
            Div(0, 25);
            HStack("Dialog", 1,
                   () => {
                Toggle("♥♥ ".red() + "Love is Free".bold() + " ♥♥".red(), ref settings.toggleAllowAnyGenderRomance, 300.width());
                25.space();
                Label("Allow ".green() + "any gender".color(RGBA.purple) + " " + "for any ".green() + "R".color(RGBA.red) + "o".orange() + "m".yellow() + "a".green() + "n".cyan() + "c".color(RGBA.rare) + "e".color(RGBA.purple));
            },
                   () => {
                Toggle("Jealousy Begone!".bold(), ref settings.toggleMultipleRomance, 300.width());
                25.space();
                Label("Allow ".green() + "multiple".color(RGBA.purple) + " romances at the same time".green());
            },
                   () => {
                Toggle("Friendship is Magic".bold(), ref settings.toggleFriendshipIsMagic, 300.width());
                25.space();
                Label("Experimental ".orange() + " your friends forgive even your most vile choices.".green());
            },
                   () => Toggle("Make Previously Chosen Answers More Clear", ref settings.toggleMakePreviousAnswersMoreClear),
                   () => {
                Toggle("Expand Dialog To Include Remote Companions".bold(), ref settings.toggleRemoteCompanionDialog);
                100.space();
                Label("Experimental".orange() + " Allow remote companions to make comments on dialog you are having.".green());
            },
                   () => {
                if (settings.toggleRemoteCompanionDialog)
                {
                    50.space();
                    Toggle("Include Former Companions", ref settings.toggleExCompanionDialog);
                    25.space();
                }
            },
                   () => {
                using (VerticalScope()) {
                    Toggle("Expand Answers For Conditional Responses", ref settings.toggleShowAnswersForEachConditionalResponse);
                    if (settings.toggleShowAnswersForEachConditionalResponse)
                    {
                        using (HorizontalScope()) {
                            50.space();
                            Toggle("Show Unavailable Responses", ref settings.toggleShowAllAnswersForEachConditionalResponse);
                        }
                    }
                }
                50.space();
                Label("Some responses such as comments about your mythic powers will always choose the first one by default. This will show a copy of the answer and the condition for each possible response that an NPC might make to you based on".green());
            },
#if DEBUG
                   () => {
                Toggle("Randomize NPC Responses To Dialog Choices", ref settings.toggleRandomizeCueSelections);
                50.space();
                Label("Some responses such as comments about your mythic powers will always choose the first one by default. This allows the game to mix things up a bit".green() + "\nWarning:".yellow().bold() + " this will introduce randomness to NPC responses to you in general and may lead to surprising or even wild outcomes".orange());
            },
#endif
                   () => Toggle("Disable Dialog Restrictions (Alignment)", ref settings.toggleDialogRestrictions),
                   () => Toggle("Disable Dialog Restrictions (Mythic Path)", ref settings.toggleDialogRestrictionsMythic),
                   () => Toggle("Ignore Event Solution Restrictions", ref settings.toggleIgnoreEventSolutionRestrictions),
#if DEBUG
                   () => Toggle("Disable Dialog Restrictions (Everything, Experimental)", ref settings.toggleDialogRestrictionsEverything),
#endif
                   () => { }
                   );
            Div(0, 25);
            HStack("Quality of Life", 1,
                   () => {
                Toggle("Allow Achievements While Using Mods", ref settings.toggleAllowAchievementsDuringModdedGame);
                Space(25);
                Label("This is intended for you to be able to enjoy the game while using mods that enhance your quality of life.  Please be mindful of the player community and avoid using this mod to trivialize earning prestige achievements like Sadistic Gamer. The author is in discussion with Owlcat about reducing the scope of achievement blocking to just these. Let's show them that we as players can mod and cheat responsibly.".orange());
            },
                   () => Toggle("Object Highlight Toggle Mode", ref settings.highlightObjectsToggle),
                   () => Toggle("Highlight Copyable Scrolls", ref settings.toggleHighlightCopyableScrolls),
                   () => { Toggle("Auto load Last Save on launch", ref settings.toggleAutomaticallyLoadLastSave); 25.space(); Label("Hold down shift during launch to bypass".green()); },
                   () => { Toggle($"Game Over Fix For {"LEEEROOOOOOOYYY JEEEENKINS!!!".color(RGBA.maroon)} omg he just ran in!", ref settings.toggleGameOverFixLeeerrroooooyJenkins); 25.space(); Label("Prevents dumb companions (that's you Greybor) from wiping the party by running running into the dragon room and dying...".green()); },
                   () => Toggle("Make Spell/Ability/Item Pop-Ups Wider ", ref settings.toggleWidenActionBarGroups),
                   () => {
                if (Toggle("Show Acronyms in Spell/Ability/Item Pop-Ups", ref settings.toggleShowAcronymsInSpellAndActionSlots))
                {
                    Main.SetNeedsResetGameUI();
                }
            },
                   () => {
                Toggle("Icky Stuff Begone!!!", ref settings.toggleReplaceModelMenu, AutoWidth());
                if (settings.toggleReplaceModelMenu)
                {
                    Space(25);
                    using (VerticalScope(Width(250))) {
                        Toggle("Spiders Begone!", ref settings.toggleSpiderBegone);
                        Toggle("Vescavors Begone!", ref settings.toggleVescavorsBegone);
                        Toggle("Retrievers Begone!", ref settings.toggleRetrieversBegone);
                        Toggle("Deraknis Begone!", ref settings.toggleDeraknisBegone);
                        Toggle("Deskari Begone!", ref settings.toggleDeskariBegone);
                    }
                }
                Space(25);
                Label("Some players find spiders and other swarms icky. This replaces them with something more pleasent".green());
            },
                   () => Toggle("Make tutorials not appear if disabled in settings", ref settings.toggleForceTutorialsToHonorSettings),
                   () => Toggle("Refill consumables in belt slots if in inventory", ref settings.togglAutoEquipConsumables),
                   () => {
                var modifier     = KeyBindings.GetBinding("InventoryUseModifier");
                var modifierText = modifier.Key == KeyCode.None ? "Modifer" : modifier.ToString();
                Toggle("Allow " + $"{modifierText} + Click".cyan() + " To Use Items In Inventory", ref settings.toggleShiftClickToUseInventorySlot);
                if (settings.toggleShiftClickToUseInventorySlot)
                {
                    Space(25);
                    ModifierPicker("InventoryUseModifier", "", 0);
                }
            },
                   () => {
                var modifier     = KeyBindings.GetBinding("ClickToTransferModifier");
                var modifierText = modifier.Key == KeyCode.None ? "Modifer" : modifier.ToString();
                Toggle("Allow " + $"{modifierText} + Click".cyan() + " To Transfer Entire Stack", ref settings.toggleShiftClickToFastTransfer);
                if (settings.toggleShiftClickToFastTransfer)
                {
                    Space(25);
                    ModifierPicker("ClickToTransferModifier", "", 0);
                }
            },
                   () => Toggle("Respec Refund Scrolls", ref settings.toggleRespecRefundScrolls),
                   () => {
                ActionButton("Clear Action Bar", () => Actions.ClearActionBar());
                50.space();
                Label("Make sure you have auto-fill turned off in settings or else this will just reset to default".green());
            },
                   () => ActionButton("Fix Incorrect Main Character", () => {
                var probablyPlayer = Game.Instance.Player?.Party?
                                     .Where(x => !x.IsCustomCompanion())
                                     .Where(x => !x.IsStoryCompanion()).ToList();
                if (probablyPlayer is { Count: 1 })
                {
                    var newMainCharacter = probablyPlayer.First();
                    Mod.Warn($"Promoting {newMainCharacter.CharacterName} to main character!");
                    if (Game.Instance != null)
                    {
                        Game.Instance.Player.MainCharacter = newMainCharacter;
                    }
                }
            }, AutoWidth()),
Esempio n. 3
0
        public static void OnGUI()
        {
            if (Main.IsInGame)
            {
                UI.BeginHorizontal();
                UI.Space(25);
                UI.Label("increment".cyan(), UI.AutoWidth());
                var increment = UI.IntTextField(ref settings.increment, null, UI.Width(150));
                UI.Space(25);
                UI.Toggle("Dividers", ref settings.showDivisions);
                UI.EndHorizontal();
                var mainChar = Game.Instance.Player.MainCharacter.Value;
                var kingdom  = KingdomState.Instance;
                UI.Div(0, 25);
                UI.HStack("Resources", 1,
                          () => {
                    var money = Game.Instance.Player.Money;
                    UI.Label("Gold".cyan(), UI.Width(150));
                    UI.Label(money.ToString().orange().bold(), UI.Width(200));
                    UI.ActionButton($"Gain {increment}", () => { Game.Instance.Player.GainMoney(increment); }, UI.AutoWidth());
                    UI.ActionButton($"Lose {increment}", () => {
                        var loss = Math.Min(money, increment);
                        Game.Instance.Player.GainMoney(-loss);
                    }, UI.AutoWidth());
                },
                          () => {
                    var exp = mainChar.Progression.Experience;
                    UI.Label("Experience".cyan(), UI.Width(150));
                    UI.Label(exp.ToString().orange().bold(), UI.Width(200));
                    UI.ActionButton($"Gain {increment}", () => {
                        Game.Instance.Player.GainPartyExperience(increment);
                    }, UI.AutoWidth());
                });
                if (kingdom != null)
                {
                    UI.Div(0, 25);
                    UI.HStack("Kingdom", 1,
                              () => {
                        UI.Label("Finances".cyan(), UI.Width(150));
                        UI.Label(kingdom.Resources.Finances.ToString().orange().bold(), UI.Width(200));
                        UI.ActionButton($"Gain {increment}", () => {
                            kingdom.Resources += KingdomResourcesAmount.FromFinances(increment);
                        }, UI.AutoWidth());
                        UI.ActionButton($"Lose {increment}", () => {
                            kingdom.Resources -= KingdomResourcesAmount.FromFinances(increment);
                        }, UI.AutoWidth());
                    },
                              () => {
                        UI.Label("Materials".cyan(), UI.Width(150));
                        UI.Label(kingdom.Resources.Materials.ToString().orange().bold(), UI.Width(200));
                        UI.ActionButton($"Gain {increment}", () => {
                            kingdom.Resources += KingdomResourcesAmount.FromMaterials(increment);
                        }, UI.AutoWidth());
                        UI.ActionButton($"Lose {increment}", () => {
                            kingdom.Resources -= KingdomResourcesAmount.FromMaterials(increment);
                        }, UI.AutoWidth());
                    },
                              () => {
                        UI.Label("Favors".cyan(), UI.Width(150));
                        UI.Label(kingdom.Resources.Favors.ToString().orange().bold(), UI.Width(200));
                        UI.ActionButton($"Gain {increment}", () => {
                            kingdom.Resources += KingdomResourcesAmount.FromFavors(increment);
                        }, UI.AutoWidth());
                        UI.ActionButton($"Lose {increment}", () => {
                            kingdom.Resources -= KingdomResourcesAmount.FromFavors(increment);
                        }, UI.AutoWidth());
                    });
                }
            }
            UI.Div(0, 25);
            UI.HStack("Combat", 4,
                      () => { UI.ActionButton("Rest All", () => { CheatsCombat.RestAll(); }); },
                      () => { UI.ActionButton("Empowered", () => { CheatsCombat.Empowered(""); }); },
                      () => { UI.ActionButton("Full Buff Please", () => { CheatsCombat.FullBuffPlease(""); }); },
                      () => { UI.ActionButton("Remove Buffs", () => { Actions.RemoveAllBuffs(); }); },
                      () => { UI.ActionButton("Remove Death's Door", () => { CheatsCombat.DetachDebuff(); }); },
                      () => { UI.ActionButton("Kill All Enemies", () => { CheatsCombat.KillAll(); }); },
                      () => { UI.ActionButton("Summon Zoo", () => { CheatsCombat.SpawnInspectedEnemiesUnderCursor(""); }); }
                      );
            UI.Div(0, 25);
            UI.HStack("Common", 4,
                      () => { UI.ActionButton("Teleport Party To You", () => { Actions.TeleportPartyToPlayer(); }); },
                      () => { UI.ActionButton("Perception Checks", () => { Actions.RunPerceptionTriggers(); }); },
                      () => {
                UI.ActionButton("Set Perception to 40", () => {
                    CheatsCommon.StatPerception();
                    Actions.RunPerceptionTriggers();
                });
            },
                      () => { UI.ActionButton("Change Weather", () => { CheatsCommon.ChangeWeather(""); }); },
                      () => { UI.ActionButton("Give All Items", () => { CheatsUnlock.CreateAllItems(""); }); },
                      //                    () => { UI.ActionButton("Change Party", () => { Actions.ChangeParty(); }); },
                      () => { }
                      );
            UI.Div(0, 25);
            UI.HStack("Unlocks", 4, () => {
                UI.ActionButton("All Mythic Paths", () => { Actions.UnlockAllMythicPaths(); });
                UI.Space(25);
                UI.Label("Warning! Using this might break your game somehow. Recommend for experimental tinkering like trying out different builds, and not for actually playing the game.".green());
            });
            UI.Div(0, 25);
            UI.HStack("Preview", 0, () => {
                UI.Toggle("Dialog Results", ref settings.previewDialogResults, 0);
                UI.Toggle("Dialog Alignment", ref settings.previewAlignmentRestrictedDialog, 0);
                UI.Toggle("Random Encounters", ref settings.previewRandomEncounters, 0);
                UI.Toggle("Events", ref settings.previewEventResults, 0);
            });
            UI.Div(0, 25);
            UI.HStack("Tweaks", 1,
                      () => { UI.Toggle("Object Highlight Toggle Mode", ref settings.highlightObjectsToggle, 0); },
                      () => { UI.Toggle("Whole Team Moves Same Speed", ref settings.toggleMoveSpeedAsOne, 0); },

                      () => { UI.Toggle("Infinite Abilities", ref settings.toggleInfiniteAbilities, 0); },
                      () => { UI.Toggle("Infinite Spell Casts", ref settings.toggleInfiniteSpellCasts, 0); },

                      () => { UI.Toggle("Unlimited Actions During Turn", ref settings.toggleUnlimitedActionsPerTurn, 0); },
                      () => { UI.Toggle("Infinite Charges On Items", ref settings.toggleInfiniteItems, 0); },

                      () => { UI.Toggle("Instant Cooldown", ref settings.toggleInstantCooldown, 0); },
                      () => { UI.Toggle("Spontaneous Caster Scroll Copy", ref settings.toggleSpontaneousCopyScrolls, 0); },

                      () => { UI.Toggle("Disable Equipment Restrictions", ref settings.toggleEquipmentRestrictions, 0); },
                      () => { UI.Toggle("Disable Dialog Restrictions", ref settings.toggleDialogRestrictions, 0); },

                      () => { UI.Toggle("No Friendly Fire On AOEs", ref settings.toggleNoFriendlyFireForAOE, 0); },
                      () => { UI.Toggle("Free Meta-Magic", ref settings.toggleMetamagicIsFree, 0); },

                      () => { UI.Toggle("No Fog Of War", ref settings.toggleNoFogOfWar, 0); },
                      () => { UI.Toggle("No Material Components", ref settings.toggleMaterialComponent, 0); },
                      //() => { UI.Toggle("Restore Spells & Skills After Combat", ref settings.toggleRestoreSpellsAbilitiesAfterCombat,0); },
                      //() => { UI.Toggle("Access Remote Characters", ref settings.toggleAccessRemoteCharacters,0); },
                      //() => { UI.Toggle("Show Pet Portraits", ref settings.toggleShowAllPartyPortraits,0); },
                      () => { UI.Toggle("Instant Rest After Combat", ref settings.toggleInstantRestAfterCombat, 0); },
                      () => { UI.Toggle("Auto Load Last Save On Launch", ref settings.toggleAutomaticallyLoadLastSave, 0); },
                      () => { }
                      );
            UI.Div(153, 25);
            UI.HStack("", 1,
                      () => {
                UI.EnumGrid("Disable Attacks Of Opportunity",
                            ref settings.noAttacksOfOpportunitySelection, 0, UI.AutoWidth());
            },
                      () => {
                UI.EnumGrid("Can Move Through", ref settings.allowMovementThroughSelection, 0, UI.AutoWidth());
            },
                      () => { UI.Space(328); UI.Label("This allows characters you control to move through the selected category of units during combat".green(), UI.AutoWidth()); },
#if false
                      () => { UI.Slider("Collision Radius Multiplier", ref settings.collisionRadiusMultiplier, 0f, 2f, 1f, 1, "", UI.AutoWidth()); },
#endif
                      () => { }
                      );
            UI.Div(0, 25);
            UI.HStack("Level Up", 1,
                      () => { UI.Slider("Feature Selection Multiplier", ref settings.featsMultiplier, 0, 10, 1, "", UI.AutoWidth()); },
                      () => { UI.Toggle("Always Able To Level Up", ref settings.toggleNoLevelUpRestrictions, 0); },
                      () => { UI.Toggle("Add Full Hit Die Value", ref settings.toggleFullHitdiceEachLevel, 0); },
                      () => {
                UI.Toggle("Ignore Class And Feat Restrictions", ref settings.toggleIgnorePrerequisites, 0);
                UI.Space(25);
                UI.Label("Experimental".cyan() + ": in addition to regular leveling, this allows you to choose any mythic class each time you level up starting from level 1. This may have interesting and unexpected effects. Backup early and often...".green());
            },
                      () => { UI.Toggle("Ignore Prerequisites When Choosing A Feat", ref settings.toggleFeaturesIgnorePrerequisites, 0); },
                      () => { UI.Toggle("Ignore Caster Type And Spell Level Restrictions", ref settings.toggleIgnoreCasterTypeSpellLevel, 0); },
                      () => { UI.Toggle("Ignore Forbidden Archetypes", ref settings.toggleIgnoreForbiddenArchetype, 0); },
                      () => { UI.Toggle("Ignore Required Stat Values", ref settings.toggleIgnorePrerequisiteStatValue, 0); },
                      () => { UI.Toggle("Ignore Alignment When Choosing A Class", ref settings.toggleIgnoreAlignmentWhenChoosingClass, 0); },
                      () => { UI.Toggle("Skip Spell Selection", ref settings.toggleSkipSpellSelection, 0); },

#if false
                      // Do we need these or is it covered by toggleFeaturesIgnorePrerequisites
                      () => { UI.Toggle("Ignore Feat Prerequisites When Choosing A Class", ref settings.toggleIgnoreFeaturePrerequisitesWhenChoosingClass, 0); },
                      () => { UI.Toggle("Ignore Feat Prerequisits (List) When Choosing A Class", ref settings.toggle, 0); },
#endif

                      () => { }
                      );
            UI.Div(0, 25);
            UI.HStack("Multipliers", 1,
                      () => { UI.LogSlider("Experience", ref settings.experienceMultiplier, 0f, 20, 1, 1, "", UI.AutoWidth()); },
                      () => { UI.LogSlider("Money Earned", ref settings.moneyMultiplier, 0f, 20, 1, 1, "", UI.AutoWidth()); },
                      () => { UI.LogSlider("Vendor Sell Price", ref settings.vendorSellPriceMultiplier, 0f, 20, 1, 1, "", UI.AutoWidth()); },
                      () => { UI.LogSlider("Vendor Buy Price", ref settings.vendorBuyPriceMultiplier, 0f, 20, 1, 1, "", UI.AutoWidth()); },
                      () => { UI.Slider("Encumberance", ref settings.encumberanceMultiplier, 1, 100, 1, "", UI.AutoWidth()); },
                      () => { UI.LogSlider("Spells Per Day", ref settings.spellsPerDayMultiplier, 0f, 20, 1, 1, "", UI.AutoWidth()); },
                      () => { UI.LogSlider("Movement Speed", ref settings.partyMovementSpeedMultiplier, 0f, 20, 1, 1, "", UI.AutoWidth()); },
                      () => { UI.LogSlider("Travel Speed", ref settings.travelSpeedMultiplier, 0f, 20, 1, 1, "", UI.AutoWidth()); },
                      () => { UI.LogSlider("Companion Cost", ref settings.companionCostMultiplier, 0, 20, 1, 1, "", UI.AutoWidth()); },
                      () => { UI.LogSlider("Enemy HP Multiplier", ref settings.enemyBaseHitPointsMultiplier, 0f, 20, 1, 1, "", UI.AutoWidth()); },
                      () => { UI.LogSlider("Buff Duration", ref settings.buffDurationMultiplierValue, 0f, 100, 1, 1, "", UI.AutoWidth()); },
                      () => { }
                      );
            UI.Div(0, 25);
            UI.HStack("Dice Rolls", 1,
                      () => UI.EnumGrid("All Hits Critical", ref settings.allHitsCritical, 0, UI.AutoWidth()),
                      () => UI.EnumGrid("Roll With Avantage", ref settings.rollWithAdvantage, 0, UI.AutoWidth()),
                      () => UI.EnumGrid("Roll With Disavantage", ref settings.rollWithDisadvantage, 0, UI.AutoWidth()),
                      () => UI.EnumGrid("Always Roll 20", ref settings.alwaysRoll20, 0, UI.AutoWidth()),
                      () => UI.EnumGrid("Always Roll 1", ref settings.alwaysRoll1, 0, UI.AutoWidth()),
                      () => UI.EnumGrid("Never Roll 20", ref settings.neverRoll20, 0, UI.AutoWidth()),
                      () => UI.EnumGrid("Never Roll 1", ref settings.neverRoll1, 0, UI.AutoWidth()),
                      () => UI.EnumGrid("Always Roll 20 Initiative ", ref settings.roll20Initiative, 0, UI.AutoWidth()),
                      () => UI.EnumGrid("Always Roll 1 Initiative", ref settings.roll1Initiative, 0, UI.AutoWidth()),
                      () => { }
                      );
            UI.Div(0, 25);
            UI.HStack("Character Creation", 1,
                      () => { UI.Slider("Build Points (Main)", ref settings.characterCreationAbilityPointsPlayer, 1, 200, 25, "", UI.AutoWidth()); },
                      () => { UI.Slider("Build Points (Mercenary)", ref settings.characterCreationAbilityPointsMerc, 1, 200, 20, "", UI.AutoWidth()); },
                      () => { UI.Slider("Ability Max", ref settings.characterCreationAbilityPointsMax, 0, 50, 18, "", UI.AutoWidth()); },
                      () => { UI.Slider("Ability Min", ref settings.characterCreationAbilityPointsMin, 0, 50, 7, "", UI.AutoWidth()); },
                      () => { }
                      );
            UI.Div(0, 25);
            UI.HStack("Crusade", 1,
                      () => { UI.Toggle("Instant Events", ref settings.toggleInstantEvent, 0); },
                      () => {
                UI.Slider("Build Time Modifer", ref settings.kingdomBuildingTimeModifier, -10, 10, 0, 1, "", UI.AutoWidth());
                var instance = KingdomState.Instance;
                if (instance != null)
                {
                    instance.BuildingTimeModifier = settings.kingdomBuildingTimeModifier;
                }
            },
                      () => { }
                      );
            UI.Space(25);
        }