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;
     }
 }
Пример #2
0
        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));
 }
Пример #5
0
 /// <summary>
 /// For Stage 3.
 /// </summary>
 public static IServiceProvider?GetServiceProvider(this CampaignBehaviorBase _) => ButterLibSubModule.ServiceProvider;