Table of Contents

Class DefaultSkillLevelingManager

Namespace
TaleWorlds.CampaignSystem.CharacterDevelopment
Assembly
TaleWorlds.CampaignSystem.dll
public class DefaultSkillLevelingManager : ISkillLevelingManager
Inheritance
DefaultSkillLevelingManager
Implements
Inherited Members

Constructors

DefaultSkillLevelingManager()

public DefaultSkillLevelingManager()

Methods

OnAIPartiesTravel(Hero, bool, TerrainType)

public void OnAIPartiesTravel(Hero hero, bool isCaravanParty, TerrainType currentTerrainType)

Parameters

hero Hero
isCaravanParty bool
currentTerrainType TerrainType

OnAlleyCleared(Alley)

public void OnAlleyCleared(Alley alley)

Parameters

alley Alley

OnBanditsRecruited(MobileParty, CharacterObject, int)

public void OnBanditsRecruited(MobileParty mobileParty, CharacterObject bandit, int count)

Parameters

mobileParty MobileParty
bandit CharacterObject
count int

OnBattleEnd(PartyBase, FlattenedTroopRoster)

public void OnBattleEnd(PartyBase party, FlattenedTroopRoster flattenedTroopRoster)

Parameters

party PartyBase
flattenedTroopRoster FlattenedTroopRoster

OnBoardGameWonAgainstLord(Hero, AIDifficulty, bool)

public void OnBoardGameWonAgainstLord(Hero lord, BoardGameHelper.AIDifficulty difficulty, bool extraXpGain)

Parameters

lord Hero
difficulty BoardGameHelper.AIDifficulty
extraXpGain bool

OnBribeGiven(int)

public void OnBribeGiven(int amount)

Parameters

amount int

OnCombatHit(CharacterObject, CharacterObject, CharacterObject, Hero, float, float, WeaponComponentData, float, MissionTypeEnum, bool, bool, bool, float, bool, bool, bool)

public void OnCombatHit(CharacterObject affectorCharacter, CharacterObject affectedCharacter, CharacterObject captain, Hero commander, float speedBonusFromMovement, float shotDifficulty, WeaponComponentData affectorWeapon, float hitPointRatio, CombatXpModel.MissionTypeEnum missionType, bool isAffectorMounted, bool isTeamKill, bool isAffectorUnderCommand, float damageAmount, bool isFatal, bool isSiegeEngineHit, bool isHorseCharge)

Parameters

affectorCharacter CharacterObject
affectedCharacter CharacterObject
captain CharacterObject
commander Hero
speedBonusFromMovement float
shotDifficulty float
affectorWeapon WeaponComponentData
hitPointRatio float
missionType CombatXpModel.MissionTypeEnum
isAffectorMounted bool
isTeamKill bool
isAffectorUnderCommand bool
damageAmount float
isFatal bool
isSiegeEngineHit bool
isHorseCharge bool

OnDailyAlleyTick(Alley, Hero)

public void OnDailyAlleyTick(Alley alley, Hero alleyLeader)

Parameters

alley Alley
alleyLeader Hero

OnFoodConsumed(MobileParty, bool)

public void OnFoodConsumed(MobileParty mobileParty, bool wasStarving)

Parameters

mobileParty MobileParty
wasStarving bool

OnForceSupplies(MobileParty, ItemRoster, bool)

public void OnForceSupplies(MobileParty attackerParty, ItemRoster lootedItems, bool attacked)

Parameters

attackerParty MobileParty
lootedItems ItemRoster
attacked bool

OnForceVolunteers(MobileParty, PartyBase)

public void OnForceVolunteers(MobileParty attackerParty, PartyBase forcedParty)

Parameters

attackerParty MobileParty
forcedParty PartyBase

OnGainRelation(Hero, Hero, float, ChangeRelationDetail)

public void OnGainRelation(Hero hero, Hero gainedRelationWith, float relationChange, ChangeRelationAction.ChangeRelationDetail detail = ChangeRelationDetail.Default)

Parameters

hero Hero
gainedRelationWith Hero
relationChange float
detail ChangeRelationAction.ChangeRelationDetail

OnHeroHealedWhileWaiting(Hero, int)

public void OnHeroHealedWhileWaiting(Hero hero, int healingAmount)

Parameters

hero Hero
healingAmount int

OnHideoutSpotted(MobileParty, PartyBase)

public void OnHideoutSpotted(MobileParty party, PartyBase spottedParty)

Parameters

party MobileParty
spottedParty PartyBase

OnInfluenceSpent(Hero, float)

public void OnInfluenceSpent(Hero hero, float amountSpent)

Parameters

hero Hero
amountSpent float

OnLeadingArmy(MobileParty)

public void OnLeadingArmy(MobileParty mobileParty)

Parameters

mobileParty MobileParty

OnLoot(MobileParty, MobileParty, ItemRoster, bool)

public void OnLoot(MobileParty attackerParty, MobileParty forcedParty, ItemRoster lootedItems, bool attacked)

Parameters

attackerParty MobileParty
forcedParty MobileParty
lootedItems ItemRoster
attacked bool

OnMainHeroDisguised(bool)

public void OnMainHeroDisguised(bool isNotCaught)

Parameters

isNotCaught bool

OnMainHeroReleasedFromCaptivity(float)

public void OnMainHeroReleasedFromCaptivity(float captivityTime)

Parameters

captivityTime float

OnMainHeroTortured()

public void OnMainHeroTortured()

OnPersuasionSucceeded(Hero, SkillObject, PersuasionDifficulty, int)

public void OnPersuasionSucceeded(Hero targetHero, SkillObject skill, PersuasionDifficulty difficulty, int argumentDifficultyBonusCoefficient)

Parameters

targetHero Hero
skill SkillObject
difficulty PersuasionDifficulty
argumentDifficultyBonusCoefficient int

OnPrisonBreakEnd(Hero, bool)

public void OnPrisonBreakEnd(Hero prisonerHero, bool isSucceeded)

Parameters

prisonerHero Hero
isSucceeded bool

OnPrisonerSell(MobileParty, in TroopRoster)

public void OnPrisonerSell(MobileParty mobileParty, in TroopRoster prisonerRoster)

Parameters

mobileParty MobileParty
prisonerRoster TroopRoster

OnRaid(MobileParty, ItemRoster)

public void OnRaid(MobileParty attackerParty, ItemRoster lootedItems)

Parameters

attackerParty MobileParty
lootedItems ItemRoster

OnRegularTroopHealedWhileWaiting(MobileParty, int, float)

public void OnRegularTroopHealedWhileWaiting(MobileParty mobileParty, int healedTroopCount, float averageTier)

Parameters

mobileParty MobileParty
healedTroopCount int
averageTier float

OnSettlementGoverned(Hero, Settlement)

public void OnSettlementGoverned(Hero governor, Settlement settlement)

Parameters

governor Hero
settlement Settlement

OnSettlementProjectFinished(Settlement)

public void OnSettlementProjectFinished(Settlement settlement)

Parameters

settlement Settlement

OnSiegeEngineBuilt(MobileParty, SiegeEngineType)

public void OnSiegeEngineBuilt(MobileParty mobileParty, SiegeEngineType siegeEngine)

Parameters

mobileParty MobileParty
siegeEngine SiegeEngineType

OnSiegeEngineDestroyed(MobileParty, SiegeEngineType)

public void OnSiegeEngineDestroyed(MobileParty party, SiegeEngineType destroyedSiegeEngine)

Parameters

party MobileParty
destroyedSiegeEngine SiegeEngineType

OnSieging(MobileParty)

public void OnSieging(MobileParty mobileParty)

Parameters

mobileParty MobileParty

OnSimulationCombatKill(CharacterObject, CharacterObject, PartyBase, PartyBase)

public void OnSimulationCombatKill(CharacterObject affectorCharacter, CharacterObject affectedCharacter, PartyBase affectorParty, PartyBase commanderParty)

Parameters

affectorCharacter CharacterObject
affectedCharacter CharacterObject
affectorParty PartyBase
commanderParty PartyBase

OnSurgeryApplied(MobileParty, bool, int)

public void OnSurgeryApplied(MobileParty party, bool surgerySuccess, int troopTier)

Parameters

party MobileParty
surgerySuccess bool
troopTier int

OnTacticsUsed(MobileParty, float)

public void OnTacticsUsed(MobileParty party, float xp)

Parameters

party MobileParty
xp float

OnTrackDetected(Track)

public void OnTrackDetected(Track track)

Parameters

track Track

OnTradeProfitMade(Hero, int)

public void OnTradeProfitMade(Hero hero, int tradeProfit)

Parameters

hero Hero
tradeProfit int

OnTradeProfitMade(PartyBase, int)

public void OnTradeProfitMade(PartyBase party, int tradeProfit)

Parameters

party PartyBase
tradeProfit int

OnTravelOnFoot(Hero, float)

public void OnTravelOnFoot(Hero hero, float speed)

Parameters

hero Hero
speed float

OnTravelOnHorse(Hero, float)

public void OnTravelOnHorse(Hero hero, float speed)

Parameters

hero Hero
speed float

OnTraverseTerrain(MobileParty, TerrainType)

public void OnTraverseTerrain(MobileParty mobileParty, TerrainType currentTerrainType)

Parameters

mobileParty MobileParty
currentTerrainType TerrainType

OnTroopRecruited(Hero, int, int)

public void OnTroopRecruited(Hero hero, int amount, int tier)

Parameters

hero Hero
amount int
tier int

OnUpgradeTroops(PartyBase, CharacterObject, CharacterObject, int)

public void OnUpgradeTroops(PartyBase party, CharacterObject troop, CharacterObject upgrade, int numberOfTroops)

Parameters

party PartyBase
troop CharacterObject
upgrade CharacterObject
numberOfTroops int

OnWallBreached(MobileParty)

public void OnWallBreached(MobileParty party)

Parameters

party MobileParty

OnWarehouseProduction(EquipmentElement)

public void OnWarehouseProduction(EquipmentElement production)

Parameters

production EquipmentElement

This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).