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Verb reference

Every verb in the Jiangyu.Game namespace, generated from the SDK. Verbs are plain static calls that read and command the live game. See the verbs guide for how and where to call them.

Strategy

Campaign

VerbDescription
Campaign.ActiveWhether a campaign (strategy state) is currently loaded.
Campaign.ConversationVar(string)Read a conversation variable by name. The game's accessor takes a character span, so the name is marshalled into an IL2CPP char array.
Campaign.DifficultyThe campaign's global difficulty template.
Campaign.IsIronmanWhether the campaign is an ironman run.
Campaign.ModifyResource(StrategyVars, int)Add delta to a campaign resource (negative to spend) through the game's own ChangeVar. Returns the resource's new value.
Campaign.Progress(CampaignProgressType)A campaign-progress measure for the given progress type.
Campaign.Resource(StrategyVars)Read a campaign resource/variable with the game's effects applied.
Campaign.ResourceRaw(StrategyVars)Read a campaign resource/variable's raw stored value, before the game's effects are applied.
Campaign.SeedThe campaign's generation seed.
Campaign.SetConversationVar(string, int)Set a conversation variable by name.
Campaign.StateThe campaign state, or null when none is loaded.

Factions

VerbDescription
Factions.AllThe story-faction subsystem, or null when no campaign is loaded.
Factions.ChangeTrust(StoryFaction, int)Add the given delta to the faction's trust (negative to lose trust).
Factions.Get(StoryFactionType)The faction of the given type, or null.
Factions.HomePlanet(StoryFaction)The faction's home planet.
Factions.IsUpgradeUnlocked(StoryFaction, ShipUpgradeTemplate)Whether the faction has unlocked the given ship upgrade.
Factions.SetStatus(StoryFaction, StoryFactionStatus)Set the faction's status.
Factions.Status(StoryFaction)The faction's current status.
Factions.Template(StoryFaction)The faction's defining template.
Factions.Trust(StoryFaction)The faction's total accumulated trust.
Factions.TrustLevel(StoryFaction)The faction's current trust level.
Factions.UnlockUpgrade(StoryFaction, ShipUpgradeTemplate)Unlock the given ship upgrade for the faction.
Factions.UnlockedUpgradeCount(StoryFaction)How many ship upgrades the faction has unlocked.
Factions.UnlockedUpgrades(StoryFaction)The ship upgrades faction has unlocked.

Inventory

VerbDescription
Inventory.AddItem(BaseItemTemplate, bool, bool)Add an instance of template to the campaign inventory. Returns the created instance. showDialog surfaces the game's pickup dialog, and showItemSlotInDialog shows the item's slot within that dialog.
Inventory.AllEvery owned item instance across all templates, each as a live handle. Read-only probe of the whole shared inventory: thread a handle into a later verb, or count the returned list to confirm a swap left the inventory size unchanged.
Inventory.InstanceCount(BaseItemTemplate)How many owned instances of the given item template the campaign holds.
Inventory.Instances(BaseItemTemplate)The owned instances of template.
Inventory.IsNew(BaseItemTemplate)Whether the given owned item template is still flagged as new (unseen).
Inventory.ItemByGuid(string)The owned item instance with the given guid, or null.
Inventory.MarkAsSeen(BaseItemTemplate)Clear the new (unseen) flag on the given owned item template.
Inventory.OwnedThe owned-items subsystem, or null when no campaign is loaded.
Inventory.PurchasedDossiers(ActorType)How many dossiers of the given actor type the campaign has purchased.
Inventory.RemoveItem(BaseItem)Remove a specific owned item instance. Returns false when it is not owned.
Inventory.RemoveItem(BaseItemTemplate)Remove one owned instance of template. Returns false when none is owned.
Inventory.UnlockedItemsWithTag(TagType)How many unlocked owned items carry the given tag.
Inventory.UnusedInstance(ItemTemplate)An owned-but-unequipped instance of template, or null when every owned copy is in use. Returned as a live handle to pass to Leaders.Equip, so equip-from-existing reuses a registered instance instead of minting a new one.

Leaders

VerbDescription
Leaders.AddPerk(BaseUnitLeader, PerkTemplate, bool)Add a perk to the leader; the second argument spends promotion points when true.
Leaders.AddSquaddie(BaseUnitLeader, int)Add the squaddie with the given id to the leader's squad (false if rejected).
Leaders.AvailableUnitsThe number of units currently available for deployment across the roster.
Leaders.CountByStatus(UnitLeaderStatus)The number of leaders in the roster with the given status.
Leaders.Dismiss(BaseUnitLeader)Dismiss a leader from the campaign roster (false if not present).
Leaders.Equip(BaseUnitLeader, Item)Equip an already-owned item instance onto a leader's container (creating a slot if needed). Use with an UnusedInstance handle to equip-from-existing without minting a fresh (unregistered) item. Returns false when the add is rejected.
Leaders.EquippedItems(BaseUnitLeader)The items in a leader's equipment container (armour, weapons, accessories), each as a live handle. Read-only probe of what a form actually has equipped.
Leaders.HasAliveAvailableLeaderWhether the roster holds at least one alive, available leader.
Leaders.HealthStatus(BaseUnitLeader)The leader's current health status.
Leaders.Hire(UnitLeaderTemplate)Hire a leader into the campaign roster.
Leaders.HiredThe leaders currently in the campaign roster, each handed back as a live handle so it can be threaded into a later verb as {ref:"..."}.
Leaders.HitpointsPct(BaseUnitLeader)The leader's hitpoints as a 0..1 fraction of maximum.
Leaders.IsDeployable(BaseUnitLeader)Whether the leader can currently be deployed on an operation.
Leaders.IsUnavailable(BaseUnitLeader)Whether the leader is unavailable (e.g. recovering for a strategic duration).
Leaders.PerkCount(BaseUnitLeader)The number of perks the leader has taken.
Leaders.Rank(BaseUnitLeader)The leader's current rank.
Leaders.RemoveSquaddie(BaseUnitLeader, int)Remove the squaddie with the given id from the leader's squad (false if absent).
Leaders.RosterThe campaign roster, or null when no campaign is loaded.
Leaders.SetHealthStatus(BaseUnitLeader, LeaderHealthStatus)Set the leader's health status.
Leaders.Unequip(BaseUnitLeader, Item)Unequip one item from a leader's container. Returns false when it is not equipped.

Market

VerbDescription
Market.AddItem(BaseItem, int)Add an existing item instance to the black market with an optional remaining timeout.
Market.CountItemInstances(BaseItemTemplate, BlackMarketStackType, int)How many instances of the given template, stack type and remaining timeout the market holds.
Market.FillBlueprintVouchersTop up the market's blueprint vouchers and tokens. Returns false when none were added.
Market.RefreshRestock the black market, decrementing remaining timeouts and resetting the restock counter, then return the number of regular-stock items afterwards. This restocks only; it does not replicate the rest of an operation-finished pass. It runs the game's Restock, so it publishes the BlackMarketRestocked hook. Do not call it from a handler of that hook.
Market.RemoveItem(BaseItem)Remove an item instance from the black market. Returns false when it is not present.
Market.Restock(bool, bool)Restock the black market to its configured stock, optionally decrementing remaining timeouts and resetting the restock counter.

Operations

VerbDescription
Operations.AvailableThe operations currently available in the campaign.
Operations.AvailableOfClient(StoryFactionTemplate, OperationType)How many operations of the given client faction are available, filtered by operation type.
Operations.ByIndex(int)The available operation at the given index, or null.
Operations.CanTimeOut(Operation)Whether the operation can time out.
Operations.ClientFaction(Operation)The operation's client (story) faction template.
Operations.CurrentThe campaign's currently selected operation, or null.
Operations.CurrentMission(Operation)The operation's current mission, or null.
Operations.Description(Operation)The operation's translated description.
Operations.EnemyFaction(Operation)The operation's enemy faction template.
Operations.EnemyFactionAvailable(FactionTemplate)Whether an operation against the given enemy faction is available.
Operations.Finish(Operation)Run the game's operation-finished handling for the given operation.
Operations.FinishedCount(FactionType, Nullable)How many operations have finished against the given faction type. Pass a non-null status to count only those with that result, or null for all. Exposes a C# nullable (not the game's Il2CppSystem.Nullable) so the verb is callable over the bridge.
Operations.IsActive(OperationTemplate)Whether an operation of the given template is currently active.
Operations.Length(Operation)The operation's length.
Operations.Missions(Operation)The missions belonging to operation.
Operations.Name(Operation)The operation's translated display name.
Operations.Planet(Operation)The operation's planet template.
Operations.PreviousThe campaign's most recently finished operation, or null.
Operations.PreviousMission(Operation)The operation's previous mission, or null.
Operations.PreviousResultsThe statuses of the campaign's previously finished operations.
Operations.RemainingTime(Operation)The operation's remaining time before it times out.
Operations.Result(Operation)The operation's result.
Operations.Seed(Operation)The operation's generation seed.
Operations.SetCurrent(Operation)Select the given operation as the campaign's current operation.
Operations.StoryAvailableWhether a story operation is currently available.
Operations.Template(Operation)The operation's template.
Operations.Type(Operation)The operation's type.

Planets

VerbDescription
Planets.AllCorruptedWhether every planet is fully corrupted by menace.
Planets.ByTemplate(PlanetTemplate, bool)The planet for the given template, or null.
Planets.ByType(PlanetType)The planet of the given type, or null.
Planets.DecreaseMenace(Planet, int)Decrease the planet's menace presence by the given amount. Returns false when the game refuses.
Planets.HasLocalFaction(Planet, StoryFactionType)Whether the planet hosts a local faction of the given type.
Planets.IncreaseMenace(Planet, int, bool)Increase the planet's menace presence by the given amount. Returns false when the game refuses.
Planets.IsFullyCorrupted(Planet)Whether the planet is fully corrupted by menace.
Planets.LocalFaction(Planet)The faction local to planet (any status), or null.
Planets.ManagerThe planet manager, or null when no campaign is loaded.
Planets.MaxMenace(Planet)The planet's maximum menace presence.
Planets.MenaceFraction(Planet)The planet's menace presence as a 0..1 fraction of its maximum.
Planets.MenacePresence(Planet)The planet's current menace presence.
Planets.OperationCooldown(Planet)The planet's remaining operation cooldown.
Planets.RandomA random planet.
Planets.RandomWithMenaceA random planet that currently has menace presence.
Planets.SetMenacePresence(Planet, int)Set the planet's menace presence to an absolute value.
Planets.SetOperationCooldown(Planet, int)Set the planet's remaining operation cooldown.
Planets.SummedMenaceThe total menace presence summed across all planets.
Planets.Template(Planet)The planet's defining template.

Ship

VerbDescription
Ship.EmptySlotCount(ShipUpgradeType)How many ship-upgrade slots of the given type are empty.
Ship.EquipUpgrade(ShipUpgradeTemplate, int, int, bool)Equip an upgrade into a slot for the paid OCI components. Returns false when the game refuses.
Ship.EquippedUpgrade(int)The upgrade template equipped in the given ship slot index, or null when empty.
Ship.FilledSlotCount(ShipUpgradeType)How many ship-upgrade slots of the given type are filled.
Ship.SlotType(int)The slot-type template for the given ship slot index.
Ship.SpentComponents(ShipUpgradeType)The OCI components spent on ship-upgrade slots of the given type.
Ship.UnequipUpgrade(ShipUpgradeTemplate)Unequip an equipped ship upgrade. Returns false when it is not equipped.
Ship.UpgradesThe ship-upgrade subsystem, or null when no campaign is loaded.

Tactical

Combat

VerbDescription
Combat.Accuracy(Actor)actor's effective accuracy, with all current modifiers applied.
Combat.ActionPoints(Actor)actor's effective action-point pool, with all current modifiers applied.
Combat.Armor(Actor)actor's effective armour value, with all current modifiers applied.
Combat.ArmorPenetration(Actor)actor's effective armour penetration, with all current modifiers applied.
Combat.CanMove(Actor)Whether actor may move under its current properties.
Combat.CanSee(Tile, Tile)Whether from has line of sight to to.
Combat.Concealment(Actor)actor's effective concealment, with all current modifiers applied.
Combat.Damage(Actor, int, Actor, Skill)Deal amount damage to target through the game's damage pipeline. Returns the damage the pipeline resolved (after handlers).
Combat.Damage(Actor)actor's effective per-shot damage, with all current modifiers applied.
Combat.Detection(Actor)actor's effective detection rating (clamped), with all current modifiers applied.
Combat.Discipline(Actor)actor's effective discipline, with all current modifiers applied.
Combat.Heal(Actor, int)Restore amount hitpoints to target (negative damage; the game clamps at max). Returns the hitpoints the pipeline resolved.
Combat.HitChance(Skill, Tile, Tile)The 0..1 hit chance of skill from from at target.
Combat.InflictDefect(Actor, DefectSeverity)Apply a random damage effect (defect) of the given severity to the actor.
Combat.IsRooted(Actor)Whether actor is rooted (cannot leave its tile) under its current properties.
Combat.MaxHitpoints(Actor)actor's effective max hitpoints, with all current modifiers applied.
Combat.Suppress(Actor, float, bool, Actor, Skill)Apply amount suppression to target.
Combat.SuppressionDealt(Actor)The suppression actor deals, with all current modifiers applied.
Combat.Vision(Actor)actor's effective vision range, with all current modifiers applied.

Mission

VerbDescription
Mission.ActiveActorThe actor whose turn it currently is.
Mission.ActorCount(bool, bool, bool, bool, Nullable)Count actors matching the given side and liveness flags, optionally restricted to one actorType.
Mission.Actors(Nullable)Every actor on the field, optionally filtered to one faction. Flattens the per-faction actor lists, skipping unused faction slots.
Mission.DeadCount(ActorType)The number of dead actors of type.
Mission.DeadEnemyCount(Nullable)The number of dead enemy actors, optionally restricted to one faction.
Mission.DeadStructureCount(StructureType)The number of destroyed structures of type.
Mission.Finish(TacticalFinishReason)End the mission with the given finish reason.
Mission.FinishReasonThe reason the mission finished.
Mission.InMissionWhether a Tactical mission is currently running.
Mission.IsAnyAIUnitAliveWhether any AI unit is still alive.
Mission.IsAnyPlayerUnitAliveWhether any player unit is still alive.
Mission.IsFinishedWhether the mission has reached a finished state.
Mission.IsPlayerTurnWhether it is currently the player faction's turn.
Mission.ManagerThe tactical manager singleton, or null outside a mission.
Mission.MapThe live tactical map.
Mission.NextFactionHand the turn to the next faction.
Mission.NextRoundAdvance the mission to the next round.
Mission.RoundThe current round number.
Mission.SetActiveActor(Actor, bool)Make the given actor the active actor, ending the previous actor's turn.
Mission.TileAt(int, int)The tile at a map coordinate, or null if out of bounds.
Mission.TotalEnemyCount(Nullable)The total enemy actor count, optionally restricted to one faction.

Pathing

VerbDescription
Pathing.To(Actor, Tile, Tile)The path mover would take from from to dest, as world-space waypoints. Empty when no path is found.

Tiles

VerbDescription
Tiles.Actor(Tile)The actor on the tile, or null.
Tiles.AddVisibility(Tile, int)Mark the tile as visible to the given faction.
Tiles.At(int, int)The tile at grid coordinate (x, z), or null when off-map.
Tiles.At(Vector3)The tile under a world-space position, or null when off-map.
Tiles.BlockLineOfSight(Tile)Push a line-of-sight block onto the tile.
Tiles.CanBeEntered(Tile)Whether the tile can be entered at all.
Tiles.CanBeEnteredBy(Tile, Actor)Whether the given actor can enter the tile.
Tiles.CenterWorldPosThe world-space centre of the map.
Tiles.Concealment(Tile)The tile's concealment value.
Tiles.Cover(Tile, Direction)The cover tile provides facing dir.
Tiles.CoverMask(Tile)The tile's per-direction cover bitmask.
Tiles.DiagonalManhattanDistanceTo(Tile, BaseTile)The diagonal Manhattan distance from this tile to another.
Tiles.DirectionTo(Tile, BaseTile)The direction from this tile to another.
Tiles.Distance(Tile, Tile)The grid distance from from to to.
Tiles.Elevation(Tile)The tile's elevation.
Tiles.ElevationAt(float, float)The terrain elevation at grid coordinate (x, z).
Tiles.Entity(Tile)The entity occupying the tile, or null.
Tiles.HasActor(Tile)Whether an actor stands on the tile.
Tiles.HasCover(Tile)Whether the tile provides any cover.
Tiles.HasEffect(Tile)Whether the tile carries any active tile effect.
Tiles.HasEnvironmentFeature(Tile)Whether the tile carries an environment feature.
Tiles.HasHalfCover(Tile)Whether the tile provides half cover.
Tiles.HasHalfCoverInDir(Tile, Direction)Whether the tile has half cover facing the given direction.
Tiles.HasLineOfSightTo(Tile, Tile, LineOfSightFlags)Whether the tile has line of sight to another tile under the given flags.
Tiles.HasNextTile(Tile, Direction)Whether a tile exists in the given direction.
Tiles.HasStructure(Tile)Whether the tile holds a structure.
Tiles.InBounds(int, int)Whether grid coordinate (x, z) lies within the map's bounds.
Tiles.InherentCover(Tile)The tile's inherent cover type.
Tiles.IsBlocked(Tile)Whether the tile is blocked (impassable).
Tiles.IsBlockingLineOfSight(Tile)Whether the tile currently blocks line of sight.
Tiles.IsDirectNeighbor(Tile, Tile)Whether the other tile is a direct (adjacent) neighbour.
Tiles.IsEmpty(Tile)Whether the tile holds no entity.
Tiles.IsIsolated(Tile)Whether the tile is isolated (unreachable by movement).
Tiles.IsTemporarilyOccupied(Tile)Whether the tile is temporarily occupied (e.g. mid-move).
Tiles.IsValidMovementDestination(Tile)Whether the tile is a valid destination for a move.
Tiles.IsValidPosition(Vector3)Whether the given world-space position lies on the map.
Tiles.IsValidTile(int, int)Whether the given grid coordinate is a valid tile.
Tiles.IsVisibleToFaction(Tile, int)Whether the given faction can currently see the tile.
Tiles.IsVisibleToPlayer(Tile)Whether the player can currently see the tile.
Tiles.ManhattanDistanceTo(Tile, BaseTile)The Manhattan distance from this tile to another.
Tiles.MapIsReadyWhether the tactical map has finished generating.
Tiles.MapSizeXThe map's tile count along X.
Tiles.MapSizeZThe map's tile count along Z.
Tiles.MapUsesFogOfWarWhether the map is using fog of war.
Tiles.Next(Tile, Direction)The tile adjacent to tile in dir, or null at the map edge.
Tiles.RemoveVisibility(Tile, int)Clear the tile's visibility for the given faction.
Tiles.SetBlocked(Tile, bool)Set whether the tile is blocked (impassable).
Tiles.SetConcealment(Tile, int)Set the tile's concealment value.
Tiles.SetElevation(Tile, float)Set the tile's elevation.
Tiles.SetInherentCover(Tile, CoverType)Set the tile's inherent cover type.
Tiles.SetSurfaceType(Tile, SurfaceType)Set the tile's surface type.
Tiles.Slope(Vector3)The terrain slope at a world-space position.
Tiles.SurfaceType(Tile)The tile's surface type.
Tiles.SurfaceTypeAtPos(Vector3)The surface type under a world-space position.
Tiles.TerrainHeightThe map's terrain height.
Tiles.TileAtPos(Vector3)The tile under a world-space position.
Tiles.UnblockLineOfSight(Tile)Pop a line-of-sight block off the tile.
Tiles.VisibleMask(Tile)The bitmask of factions that can currently see the tile.
Tiles.Within(RectInt)The tiles inside area, copied into a managed list. Empty when the game returns no tiles.
Tiles.X(Tile)The tile's X grid coordinate.
Tiles.Z(Tile)The tile's Z grid coordinate.

Units

VerbDescription
Units.ActionPoints(Actor)The actor's current action points.
Units.ActionPointsAtTurnStart(Actor)The action points the actor had at the start of its turn.
Units.ActiveSkill(Actor)The actor's currently active skill, or null.
Units.ArmorDurability(Actor)The actor's current armour durability.
Units.ArmorDurabilityPct(Actor)The actor's armour durability as a 0..1 fraction of its maximum.
Units.Despawn(Actor, bool)Remove actor from the field. quiet suppresses death effects.
Units.FactionID(Actor)The actor's faction identifier.
Units.HasActed(Actor)Whether the actor has acted this turn.
Units.Hitpoints(Actor)The actor's current hitpoints.
Units.IsAlive(Actor)Whether the actor is alive.
Units.IsDying(Actor)Whether the actor is in its dying animation.
Units.IsStunned(Actor)Whether the actor is stunned.
Units.IsTurnDone(Actor)Whether the actor has finished its turn.
Units.MaxArmorDurability(Actor)The actor's maximum armour durability.
Units.MaxHitpoints(Actor)The actor's maximum hitpoints.
Units.MaxMorale(Actor)The actor's maximum morale.
Units.Morale(Actor)The actor's current morale.
Units.MoralePct(Actor)The actor's morale as a 0..1 fraction of its maximum.
Units.Move(Actor, Tile, MovementFlags)Move actor to dest. Returns true once the move is accepted (it animates over the following frames). The game validates reachability.
Units.MovementMode(Actor)The actor's current movement mode.
Units.RefillAmmo(Actor, float, int)Refill actor's ammo across every skill by refillFactor (0..1 of capacity), granting at least minAmount. Returns true when any skill was refilled.
Units.SetActionPoints(Actor, int, bool)Set the actor's action points.
Units.SetArmorDurability(Actor, int)Set the actor's armour durability.
Units.SetMorale(Actor, float)Set the actor's morale.
Units.SetMovementMode(Actor, MovementMode)Set the actor's movement mode.
Units.SetStance(Actor, ActorStance, bool)Set the actor's stance.
Units.SetSuppression(Actor, float)Set the actor's suppression.
Units.SetTurnDone(Actor, bool)Mark the actor's turn as done (or not).
Units.SkipTurn(Actor)Skip the actor's turn.
Units.Spawn(EntityTemplate, FactionType, Tile)Spawn a unit of template for faction on tile. Returns the spawned actor, or null when the game refuses.
Units.Stance(Actor)The actor's current stance.
Units.Suppression(Actor)The actor's current suppression.
Units.SuppressionPct(Actor)The actor's suppression as a 0..1 fraction of its maximum.