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