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
heroHeroisCaravanPartyboolcurrentTerrainTypeTerrainType
OnAlleyCleared(Alley)
public void OnAlleyCleared(Alley alley)
Parameters
alleyAlley
OnBanditsRecruited(MobileParty, CharacterObject, int)
public void OnBanditsRecruited(MobileParty mobileParty, CharacterObject bandit, int count)
Parameters
mobilePartyMobilePartybanditCharacterObjectcountint
OnBattleEnd(PartyBase, FlattenedTroopRoster)
public void OnBattleEnd(PartyBase party, FlattenedTroopRoster flattenedTroopRoster)
Parameters
partyPartyBaseflattenedTroopRosterFlattenedTroopRoster
OnBoardGameWonAgainstLord(Hero, AIDifficulty, bool)
public void OnBoardGameWonAgainstLord(Hero lord, BoardGameHelper.AIDifficulty difficulty, bool extraXpGain)
Parameters
lordHerodifficultyBoardGameHelper.AIDifficultyextraXpGainbool
OnBribeGiven(int)
public void OnBribeGiven(int amount)
Parameters
amountint
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
affectorCharacterCharacterObjectaffectedCharacterCharacterObjectcaptainCharacterObjectcommanderHerospeedBonusFromMovementfloatshotDifficultyfloataffectorWeaponWeaponComponentDatahitPointRatiofloatmissionTypeCombatXpModel.MissionTypeEnumisAffectorMountedboolisTeamKillboolisAffectorUnderCommandbooldamageAmountfloatisFatalboolisSiegeEngineHitboolisHorseChargebool
OnDailyAlleyTick(Alley, Hero)
public void OnDailyAlleyTick(Alley alley, Hero alleyLeader)
Parameters
OnFoodConsumed(MobileParty, bool)
public void OnFoodConsumed(MobileParty mobileParty, bool wasStarving)
Parameters
mobilePartyMobilePartywasStarvingbool
OnForceSupplies(MobileParty, ItemRoster, bool)
public void OnForceSupplies(MobileParty attackerParty, ItemRoster lootedItems, bool attacked)
Parameters
attackerPartyMobilePartylootedItemsItemRosterattackedbool
OnForceVolunteers(MobileParty, PartyBase)
public void OnForceVolunteers(MobileParty attackerParty, PartyBase forcedParty)
Parameters
attackerPartyMobilePartyforcedPartyPartyBase
OnGainRelation(Hero, Hero, float, ChangeRelationDetail)
public void OnGainRelation(Hero hero, Hero gainedRelationWith, float relationChange, ChangeRelationAction.ChangeRelationDetail detail = ChangeRelationDetail.Default)
Parameters
heroHerogainedRelationWithHerorelationChangefloatdetailChangeRelationAction.ChangeRelationDetail
OnHeroHealedWhileWaiting(Hero, int)
public void OnHeroHealedWhileWaiting(Hero hero, int healingAmount)
Parameters
OnHideoutSpotted(MobileParty, PartyBase)
public void OnHideoutSpotted(MobileParty party, PartyBase spottedParty)
Parameters
partyMobilePartyspottedPartyPartyBase
OnInfluenceSpent(Hero, float)
public void OnInfluenceSpent(Hero hero, float amountSpent)
Parameters
OnLeadingArmy(MobileParty)
public void OnLeadingArmy(MobileParty mobileParty)
Parameters
mobilePartyMobileParty
OnLoot(MobileParty, MobileParty, ItemRoster, bool)
public void OnLoot(MobileParty attackerParty, MobileParty forcedParty, ItemRoster lootedItems, bool attacked)
Parameters
attackerPartyMobilePartyforcedPartyMobilePartylootedItemsItemRosterattackedbool
OnMainHeroDisguised(bool)
public void OnMainHeroDisguised(bool isNotCaught)
Parameters
isNotCaughtbool
OnMainHeroReleasedFromCaptivity(float)
public void OnMainHeroReleasedFromCaptivity(float captivityTime)
Parameters
captivityTimefloat
OnMainHeroTortured()
public void OnMainHeroTortured()
OnPersuasionSucceeded(Hero, SkillObject, PersuasionDifficulty, int)
public void OnPersuasionSucceeded(Hero targetHero, SkillObject skill, PersuasionDifficulty difficulty, int argumentDifficultyBonusCoefficient)
Parameters
targetHeroHeroskillSkillObjectdifficultyPersuasionDifficultyargumentDifficultyBonusCoefficientint
OnPrisonBreakEnd(Hero, bool)
public void OnPrisonBreakEnd(Hero prisonerHero, bool isSucceeded)
Parameters
OnPrisonerSell(MobileParty, in TroopRoster)
public void OnPrisonerSell(MobileParty mobileParty, in TroopRoster prisonerRoster)
Parameters
mobilePartyMobilePartyprisonerRosterTroopRoster
OnRaid(MobileParty, ItemRoster)
public void OnRaid(MobileParty attackerParty, ItemRoster lootedItems)
Parameters
attackerPartyMobilePartylootedItemsItemRoster
OnRegularTroopHealedWhileWaiting(MobileParty, int, float)
public void OnRegularTroopHealedWhileWaiting(MobileParty mobileParty, int healedTroopCount, float averageTier)
Parameters
mobilePartyMobilePartyhealedTroopCountintaverageTierfloat
OnSettlementGoverned(Hero, Settlement)
public void OnSettlementGoverned(Hero governor, Settlement settlement)
Parameters
governorHerosettlementSettlement
OnSettlementProjectFinished(Settlement)
public void OnSettlementProjectFinished(Settlement settlement)
Parameters
settlementSettlement
OnSiegeEngineBuilt(MobileParty, SiegeEngineType)
public void OnSiegeEngineBuilt(MobileParty mobileParty, SiegeEngineType siegeEngine)
Parameters
mobilePartyMobilePartysiegeEngineSiegeEngineType
OnSiegeEngineDestroyed(MobileParty, SiegeEngineType)
public void OnSiegeEngineDestroyed(MobileParty party, SiegeEngineType destroyedSiegeEngine)
Parameters
partyMobilePartydestroyedSiegeEngineSiegeEngineType
OnSieging(MobileParty)
public void OnSieging(MobileParty mobileParty)
Parameters
mobilePartyMobileParty
OnSimulationCombatKill(CharacterObject, CharacterObject, PartyBase, PartyBase)
public void OnSimulationCombatKill(CharacterObject affectorCharacter, CharacterObject affectedCharacter, PartyBase affectorParty, PartyBase commanderParty)
Parameters
affectorCharacterCharacterObjectaffectedCharacterCharacterObjectaffectorPartyPartyBasecommanderPartyPartyBase
OnSurgeryApplied(MobileParty, bool, int)
public void OnSurgeryApplied(MobileParty party, bool surgerySuccess, int troopTier)
Parameters
partyMobilePartysurgerySuccessbooltroopTierint
OnTacticsUsed(MobileParty, float)
public void OnTacticsUsed(MobileParty party, float xp)
Parameters
partyMobilePartyxpfloat
OnTrackDetected(Track)
public void OnTrackDetected(Track track)
Parameters
trackTrack
OnTradeProfitMade(Hero, int)
public void OnTradeProfitMade(Hero hero, int tradeProfit)
Parameters
OnTradeProfitMade(PartyBase, int)
public void OnTradeProfitMade(PartyBase party, int tradeProfit)
Parameters
OnTravelOnFoot(Hero, float)
public void OnTravelOnFoot(Hero hero, float speed)
Parameters
OnTravelOnHorse(Hero, float)
public void OnTravelOnHorse(Hero hero, float speed)
Parameters
OnTraverseTerrain(MobileParty, TerrainType)
public void OnTraverseTerrain(MobileParty mobileParty, TerrainType currentTerrainType)
Parameters
mobilePartyMobilePartycurrentTerrainTypeTerrainType
OnTroopRecruited(Hero, int, int)
public void OnTroopRecruited(Hero hero, int amount, int tier)
Parameters
OnUpgradeTroops(PartyBase, CharacterObject, CharacterObject, int)
public void OnUpgradeTroops(PartyBase party, CharacterObject troop, CharacterObject upgrade, int numberOfTroops)
Parameters
partyPartyBasetroopCharacterObjectupgradeCharacterObjectnumberOfTroopsint
OnWallBreached(MobileParty)
public void OnWallBreached(MobileParty party)
Parameters
partyMobileParty
OnWarehouseProduction(EquipmentElement)
public void OnWarehouseProduction(EquipmentElement production)
Parameters
productionEquipmentElement
This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).