Class CampaignMission
- Namespace
- TaleWorlds.CampaignSystem
- Assembly
- TaleWorlds.CampaignSystem.dll
public static class CampaignMission
- Inheritance
-
CampaignMission
- Inherited Members
Properties
Current
public static ICampaignMission Current { get; set; }
Property Value
Methods
OpenAlleyFightMission(string, int, Location, TroopRoster, TroopRoster)
public static IMission OpenAlleyFightMission(string scene, int upgradeLevel, Location location, TroopRoster playerSideTroops, TroopRoster rivalSideTroops)
Parameters
scene
stringupgradeLevel
intlocation
LocationplayerSideTroops
TroopRosterrivalSideTroops
TroopRoster
Returns
OpenArenaDuelMission(string, Location, CharacterObject, bool, bool, Action<CharacterObject>, float)
public static IMission OpenArenaDuelMission(string scene, Location location, CharacterObject talkToChar, bool requireCivilianEquipment, bool spawnBothSidesWithHorse, Action<CharacterObject> onDuelEnd, float customAgentHealth)
Parameters
scene
stringlocation
LocationtalkToChar
CharacterObjectrequireCivilianEquipment
boolspawnBothSidesWithHorse
boolonDuelEnd
Action<CharacterObject>customAgentHealth
float
Returns
OpenArenaStartMission(string, Location, CharacterObject)
public static IMission OpenArenaStartMission(string scene, Location location, CharacterObject talkToChar)
Parameters
scene
stringlocation
LocationtalkToChar
CharacterObject
Returns
OpenBattleMission(string, bool)
public static IMission OpenBattleMission(string scene, bool usesTownDecalAtlas)
Parameters
Returns
OpenBattleMission(MissionInitializerRecord)
public static IMission OpenBattleMission(MissionInitializerRecord rec)
Parameters
Returns
OpenBattleMissionWhileEnteringSettlement(string, int, int, int)
public static IMission OpenBattleMissionWhileEnteringSettlement(string scene, int upgradeLevel, int numberOfMaxTroopToBeSpawnedForPlayer, int numberOfMaxTroopToBeSpawnedForOpponent)
Parameters
scene
stringupgradeLevel
intnumberOfMaxTroopToBeSpawnedForPlayer
intnumberOfMaxTroopToBeSpawnedForOpponent
int
Returns
OpenCaravanBattleMission(MissionInitializerRecord, bool)
public static IMission OpenCaravanBattleMission(MissionInitializerRecord rec, bool isCaravan)
Parameters
rec
MissionInitializerRecordisCaravan
bool
Returns
OpenCastleCourtyardMission(string, Location, CharacterObject, int)
public static IMission OpenCastleCourtyardMission(string scene, Location location, CharacterObject talkToChar, int castleUpgradeLevel)
Parameters
scene
stringlocation
LocationtalkToChar
CharacterObjectcastleUpgradeLevel
int
Returns
OpenCombatMissionWithDialogue(string, CharacterObject, int)
public static IMission OpenCombatMissionWithDialogue(string scene, CharacterObject characterToTalkTo, int upgradeLevel)
Parameters
scene
stringcharacterToTalkTo
CharacterObjectupgradeLevel
int
Returns
OpenConversationMission(ConversationCharacterData, ConversationCharacterData, string, string)
public static IMission OpenConversationMission(ConversationCharacterData playerCharacterData, ConversationCharacterData conversationPartnerData, string specialScene = "", string sceneLevels = "")
Parameters
playerCharacterData
ConversationCharacterDataconversationPartnerData
ConversationCharacterDataspecialScene
stringsceneLevels
string
Returns
OpenHideoutBattleMission(string, FlattenedTroopRoster)
public static IMission OpenHideoutBattleMission(string scene, FlattenedTroopRoster playerTroops)
Parameters
scene
stringplayerTroops
FlattenedTroopRoster
Returns
OpenIndoorMission(string, int, Location, CharacterObject)
public static IMission OpenIndoorMission(string scene, int upgradeLevel, Location location, CharacterObject talkToChar)
Parameters
scene
stringupgradeLevel
intlocation
LocationtalkToChar
CharacterObject
Returns
OpenPrisonBreakMission(string, Location, CharacterObject, CharacterObject)
public static IMission OpenPrisonBreakMission(string scene, Location location, CharacterObject prisonerCharacter, CharacterObject companionCharacter = null)
Parameters
scene
stringlocation
LocationprisonerCharacter
CharacterObjectcompanionCharacter
CharacterObject
Returns
OpenRetirementMission(string, Location, CharacterObject, string)
public static IMission OpenRetirementMission(string scene, Location location, CharacterObject talkToChar = null, string sceneLevels = null)
Parameters
scene
stringlocation
LocationtalkToChar
CharacterObjectsceneLevels
string
Returns
OpenSiegeLordsHallFightMission(string, FlattenedTroopRoster)
public static IMission OpenSiegeLordsHallFightMission(string scene, FlattenedTroopRoster attackerPriorityList)
Parameters
scene
stringattackerPriorityList
FlattenedTroopRoster
Returns
OpenSiegeMissionNoDeployment(string, bool, bool)
public static IMission OpenSiegeMissionNoDeployment(string scene, bool isSallyOut = false, bool isReliefForceAttack = false)
Parameters
Returns
OpenSiegeMissionWithDeployment(string, float[], bool, List<MissionSiegeWeapon>, List<MissionSiegeWeapon>, bool, int, bool, bool)
public static IMission OpenSiegeMissionWithDeployment(string scene, float[] wallHitPointsPercentages, bool hasAnySiegeTower, List<MissionSiegeWeapon> siegeWeaponsOfAttackers, List<MissionSiegeWeapon> siegeWeaponsOfDefenders, bool isPlayerAttacker, int upgradeLevel = 0, bool isSallyOut = false, bool isReliefForceAttack = false)
Parameters
scene
stringwallHitPointsPercentages
float[]hasAnySiegeTower
boolsiegeWeaponsOfAttackers
List<MissionSiegeWeapon>siegeWeaponsOfDefenders
List<MissionSiegeWeapon>isPlayerAttacker
boolupgradeLevel
intisSallyOut
boolisReliefForceAttack
bool
Returns
OpenTownCenterMission(string, Location, CharacterObject, int, string)
public static IMission OpenTownCenterMission(string scene, Location location, CharacterObject talkToChar, int townUpgradeLevel, string playerSpawnTag)
Parameters
scene
stringlocation
LocationtalkToChar
CharacterObjecttownUpgradeLevel
intplayerSpawnTag
string
Returns
OpenVillageMission(string, Location, CharacterObject)
public static IMission OpenVillageMission(string scene, Location location, CharacterObject talkToChar)
Parameters
scene
stringlocation
LocationtalkToChar
CharacterObject
Returns
This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).