public class AddNewGuy
{
    // Fields
    private Random rand;
    public int begin_battle_size;
    public List<CharacterObject> nominations;
    public List<int> killcounts;
    public List<Hero> tocullonendmapevent;
    public static AddNewGuy __instance;

    // Methods
    public AddNewGuy();
    public void addDialogs(CampaignGameStarter campaignGameStarter);
    public void AddNewGuyToParty(CharacterObject co, MobileParty party);
    public void addTraitVariance(Hero hero);
    public void AdjustEquipment(Hero _h);
    private void change_hero_name(string s);
    private List<CharacterObject> conversation_party_heroes();
    public void EnsureWanderers(CampaignGameStarter gcs);
    public List<InquiryElement> gen_inquiryelements(List<CharacterObject> _cos, List<int> _kills);
    public List<InquiryElement> gen_transfer_list(List<CharacterObject> _cos, bool require_mainparty = true);
    public int getCharTier(CharacterObject co);
    public string getNameSuffix(CharacterObject co);
    private bool givecomptoclanpartycondition();
    private void givecomptoclanpartyconsequence();
    public void giveNewGuy(CharacterObject co);
    [CommandLineArgumentFunction("give_squad", "服侍")]
    public static string GiveSquad(List<string> strings);
    [CommandLineArgumentFunction("give_party_heroes_perks", "服侍")]
    public static string HeroesTakePerks(List<string> strings);
    public static bool is_soldier_qualified(CharacterObject co);
    public void MapEventEnded(MapEvent me);
    private void namechanceconsequence();
    private bool namechangecondition();
    [CommandLineArgumentFunction("uplift_soldier", "服侍")]
    public static string NewGuyCheat(List<string> strings);
    public void OnHeroWounded(Hero _h);
    public void OnNomineeSelect(List<InquiryElement> ies);
    public void OnPCBattleEnded_results();
    [CommandLineArgumentFunction("convert_party_to_heroes", "服侍")]
    public static string PartyToHeroes(List<string> strings);
    private List<CharacterObject> player_party_heroes();
    public void PreHeroKilled(Hero victim, Hero killer, KillCharacterAction.KillCharacterActionDetail detail, bool showNotification = true);
    public void prisoner_to_hero(FlattenedTroopRoster ftr);
    public void recruit_to_hero(CharacterObject troop, int amount);
    public void Shuffle<T>(IList<T> list);
    private bool takecompfromclanpartycondition();
    private void takecompfromclanpartyconsequence();
    private void transfer_characters_from_conversation(List<InquiryElement> ies);
    private void transfer_characters_to_conversation(List<InquiryElement> ies);
    public void upgrade_to_hero(CharacterObject upgradeFromTroop, CharacterObject upgradeToTroop, int number);

    // Properties
    public int tier_threshold { get; set; }
    private int base_additional_skill_points { get; set; }
    private int leadership_points_per_50_extra_skill_points { get; set; }
    public int battle_size_scale { get; set; }
    public int inf_kill_threshold { get; set; }
    public int cav_kill_threshold { get; set; }
    public int ran_kill_threshold { get; set; }
    public float outperform_percentile { get; set; }
    public int up_front_cost { get; set; }
    public int max_nominations { get; set; }
    public int mod_nominations { get; set; }
    public bool fill_perks { get; set; }
    public float kill_chance { get; set; }
    public float medicine_reduce { get; set; }
    public float companion_lethality { get; set; }
    public float ai_promotion_chance { get; set; }
    public bool ai_companion_death { get; set; }
    public bool respect_companion_limit { get; set; }
    public int bonus_companion_slots_base { get; set; }
    public int bonus_companion_slots_per_clan_tier { get; set; }
    public int num_skill_bonuses { get; set; }
    public bool remove_tavern_companions { get; set; }
    public bool ignore_cautions { get; set; }
}

 
Expand Methods
 
