public static void Postfix(CampaignBehaviorBase __instance, ref bool __result) { if (Hero.MainHero.MapFaction != null && Hero.MainHero.MapFaction.IsKingdomFaction && ((Kingdom)Hero.MainHero.MapFaction).Ruler == Hero.MainHero && Hero.OneToOneConversationHero.IsMinorFactionHero && !FactionManager.IsAtWarAgainstFaction(Hero.OneToOneConversationHero.MapFaction, Hero.MainHero.MapFaction) && Hero.OneToOneConversationHero.Clan.MapFaction != Hero.MainHero.MapFaction) { __result = true; } }
private static bool Prefix(CampaignBehaviorBase __instance) { // Overwriting entire base options this is default patch. Todo make generic based on conditional patch Hero brother = StoryMode.StoryMode.Current.MainStoryLine.Brother; PartyBase.MainParty.MemberRoster.RemoveTroop(brother.CharacterObject, 1, default(UniqueTroopDescriptor), 0); StoryMode.StoryMode.Current.MainStoryLine.CompleteTutorialPhase(true); Vec2 StartPos = GetSettlementLoc(); MobileParty.MainParty.Position2D = StartPos; MapState mapstate; mapstate = (GameStateManager.Current.ActiveState as MapState); mapstate.Handler.TeleportCameraToMainParty(); SelectClanName(); CSApplyChoices.UpdateNezzyFolly(); return(false); }
public void SetRecruitableNumber(CharacterObject character, int number) { CampaignBehaviorBase.GetCampaignBehavior <RecruitPrisonersCampaignBehavior>().SetRecruitableNumber(character, number); }
public int GetRecruitableNumber(CharacterObject character) { return(CampaignBehaviorBase.GetCampaignBehavior <RecruitPrisonersCampaignBehavior>().GetRecruitableNumber(character)); }
/// <summary> /// For Stage 3. /// </summary> public static IServiceProvider?GetServiceProvider(this CampaignBehaviorBase _) => ButterLibSubModule.ServiceProvider;