Table of Contents

Interface ISkillLevelingManager

Namespace
TaleWorlds.CampaignSystem.CharacterDevelopment
Assembly
TaleWorlds.CampaignSystem.dll
public interface ISkillLevelingManager

Methods

OnAIPartiesTravel(Hero, bool, TerrainType)

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

Parameters

hero Hero
isCaravanParty bool
currentTerrainType TerrainType

OnAlleyCleared(Alley)

void OnAlleyCleared(Alley alley)

Parameters

alley Alley

OnBanditsRecruited(MobileParty, CharacterObject, int)

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

Parameters

mobileParty MobileParty
bandit CharacterObject
count int

OnBattleEnd(PartyBase, FlattenedTroopRoster)

void OnBattleEnd(PartyBase party, FlattenedTroopRoster flattenedTroopRoster)

Parameters

party PartyBase
flattenedTroopRoster FlattenedTroopRoster

OnBoardGameWonAgainstLord(Hero, AIDifficulty, bool)

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

Parameters

lord Hero
difficulty BoardGameHelper.AIDifficulty
extraXpGain bool

OnBribeGiven(int)

void OnBribeGiven(int amount)

Parameters

amount int

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

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)

void OnDailyAlleyTick(Alley alley, Hero alleyLeader)

Parameters

alley Alley
alleyLeader Hero

OnFoodConsumed(MobileParty, bool)

void OnFoodConsumed(MobileParty mobileParty, bool wasStarving)

Parameters

mobileParty MobileParty
wasStarving bool

OnForceSupplies(MobileParty, ItemRoster, bool)

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

Parameters

attackerParty MobileParty
lootedItems ItemRoster
attacked bool

OnForceVolunteers(MobileParty, PartyBase)

void OnForceVolunteers(MobileParty attackerParty, PartyBase forcedParty)

Parameters

attackerParty MobileParty
forcedParty PartyBase

OnGainRelation(Hero, Hero, float, ChangeRelationDetail)

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)

void OnHeroHealedWhileWaiting(Hero hero, int healingAmount)

Parameters

hero Hero
healingAmount int

OnHideoutSpotted(MobileParty, PartyBase)

void OnHideoutSpotted(MobileParty party, PartyBase spottedParty)

Parameters

party MobileParty
spottedParty PartyBase

OnInfluenceSpent(Hero, float)

void OnInfluenceSpent(Hero hero, float amountSpent)

Parameters

hero Hero
amountSpent float

OnLeadingArmy(MobileParty)

void OnLeadingArmy(MobileParty mobileParty)

Parameters

mobileParty MobileParty

OnLoot(MobileParty, MobileParty, ItemRoster, bool)

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

Parameters

attackerParty MobileParty
forcedParty MobileParty
lootedItems ItemRoster
attacked bool

OnMainHeroDisguised(bool)

void OnMainHeroDisguised(bool isNotCaught)

Parameters

isNotCaught bool

OnMainHeroReleasedFromCaptivity(float)

void OnMainHeroReleasedFromCaptivity(float captivityTime)

Parameters

captivityTime float

OnMainHeroTortured()

void OnMainHeroTortured()

OnPersuasionSucceeded(Hero, SkillObject, PersuasionDifficulty, int)

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

Parameters

targetHero Hero
skill SkillObject
difficulty PersuasionDifficulty
argumentDifficultyBonusCoefficient int

OnPrisonBreakEnd(Hero, bool)

void OnPrisonBreakEnd(Hero prisonerHero, bool isSucceeded)

Parameters

prisonerHero Hero
isSucceeded bool

OnPrisonerSell(MobileParty, in TroopRoster)

void OnPrisonerSell(MobileParty mobileParty, in TroopRoster prisonerRoster)

Parameters

mobileParty MobileParty
prisonerRoster TroopRoster

OnRaid(MobileParty, ItemRoster)

void OnRaid(MobileParty attackerParty, ItemRoster lootedItems)

Parameters

attackerParty MobileParty
lootedItems ItemRoster

OnRegularTroopHealedWhileWaiting(MobileParty, int, float)

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

Parameters

mobileParty MobileParty
healedTroopCount int
averageTier float

OnSettlementGoverned(Hero, Settlement)

void OnSettlementGoverned(Hero governor, Settlement settlement)

Parameters

governor Hero
settlement Settlement

OnSettlementProjectFinished(Settlement)

void OnSettlementProjectFinished(Settlement settlement)

Parameters

settlement Settlement

OnSiegeEngineBuilt(MobileParty, SiegeEngineType)

void OnSiegeEngineBuilt(MobileParty mobileParty, SiegeEngineType siegeEngine)

Parameters

mobileParty MobileParty
siegeEngine SiegeEngineType

OnSiegeEngineDestroyed(MobileParty, SiegeEngineType)

void OnSiegeEngineDestroyed(MobileParty party, SiegeEngineType destroyedSiegeEngine)

Parameters

party MobileParty
destroyedSiegeEngine SiegeEngineType

OnSieging(MobileParty)

void OnSieging(MobileParty mobileParty)

Parameters

mobileParty MobileParty

OnSimulationCombatKill(CharacterObject, CharacterObject, PartyBase, PartyBase)

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

Parameters

affectorCharacter CharacterObject
affectedCharacter CharacterObject
affectorParty PartyBase
commanderParty PartyBase

OnSurgeryApplied(MobileParty, bool, int)

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

Parameters

party MobileParty
surgerySuccess bool
troopTier int

OnTacticsUsed(MobileParty, float)

void OnTacticsUsed(MobileParty party, float xp)

Parameters

party MobileParty
xp float

OnTrackDetected(Track)

void OnTrackDetected(Track track)

Parameters

track Track

OnTradeProfitMade(Hero, int)

void OnTradeProfitMade(Hero hero, int tradeProfit)

Parameters

hero Hero
tradeProfit int

OnTradeProfitMade(PartyBase, int)

void OnTradeProfitMade(PartyBase party, int tradeProfit)

Parameters

party PartyBase
tradeProfit int

OnTravelOnFoot(Hero, float)

void OnTravelOnFoot(Hero hero, float speed)

Parameters

hero Hero
speed float

OnTravelOnHorse(Hero, float)

void OnTravelOnHorse(Hero hero, float speed)

Parameters

hero Hero
speed float

OnTraverseTerrain(MobileParty, TerrainType)

void OnTraverseTerrain(MobileParty mobileParty, TerrainType currentTerrainType)

Parameters

mobileParty MobileParty
currentTerrainType TerrainType

OnTroopRecruited(Hero, int, int)

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

Parameters

hero Hero
amount int
tier int

OnUpgradeTroops(PartyBase, CharacterObject, CharacterObject, int)

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

Parameters

party PartyBase
troop CharacterObject
upgrade CharacterObject
numberOfTroops int

OnWallBreached(MobileParty)

void OnWallBreached(MobileParty party)

Parameters

party MobileParty

OnWarehouseProduction(EquipmentElement)

void OnWarehouseProduction(EquipmentElement production)

Parameters

production EquipmentElement

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