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
HeroisCaravanParty
boolcurrentTerrainType
TerrainType
OnAlleyCleared(Alley)
void OnAlleyCleared(Alley alley)
Parameters
alley
Alley
OnBanditsRecruited(MobileParty, CharacterObject, int)
void OnBanditsRecruited(MobileParty mobileParty, CharacterObject bandit, int count)
Parameters
mobileParty
MobilePartybandit
CharacterObjectcount
int
OnBattleEnd(PartyBase, FlattenedTroopRoster)
void OnBattleEnd(PartyBase party, FlattenedTroopRoster flattenedTroopRoster)
Parameters
party
PartyBaseflattenedTroopRoster
FlattenedTroopRoster
OnBoardGameWonAgainstLord(Hero, AIDifficulty, bool)
void OnBoardGameWonAgainstLord(Hero lord, BoardGameHelper.AIDifficulty difficulty, bool extraXpGain)
Parameters
lord
Herodifficulty
BoardGameHelper.AIDifficultyextraXpGain
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
CharacterObjectaffectedCharacter
CharacterObjectcaptain
CharacterObjectcommander
HerospeedBonusFromMovement
floatshotDifficulty
floataffectorWeapon
WeaponComponentDatahitPointRatio
floatmissionType
CombatXpModel.MissionTypeEnumisAffectorMounted
boolisTeamKill
boolisAffectorUnderCommand
booldamageAmount
floatisFatal
boolisSiegeEngineHit
boolisHorseCharge
bool
OnDailyAlleyTick(Alley, Hero)
void OnDailyAlleyTick(Alley alley, Hero alleyLeader)
Parameters
OnFoodConsumed(MobileParty, bool)
void OnFoodConsumed(MobileParty mobileParty, bool wasStarving)
Parameters
mobileParty
MobilePartywasStarving
bool
OnForceSupplies(MobileParty, ItemRoster, bool)
void OnForceSupplies(MobileParty attackerParty, ItemRoster lootedItems, bool attacked)
Parameters
attackerParty
MobilePartylootedItems
ItemRosterattacked
bool
OnForceVolunteers(MobileParty, PartyBase)
void OnForceVolunteers(MobileParty attackerParty, PartyBase forcedParty)
Parameters
attackerParty
MobilePartyforcedParty
PartyBase
OnGainRelation(Hero, Hero, float, ChangeRelationDetail)
void OnGainRelation(Hero hero, Hero gainedRelationWith, float relationChange, ChangeRelationAction.ChangeRelationDetail detail = ChangeRelationDetail.Default)
Parameters
hero
HerogainedRelationWith
HerorelationChange
floatdetail
ChangeRelationAction.ChangeRelationDetail
OnHeroHealedWhileWaiting(Hero, int)
void OnHeroHealedWhileWaiting(Hero hero, int healingAmount)
Parameters
OnHideoutSpotted(MobileParty, PartyBase)
void OnHideoutSpotted(MobileParty party, PartyBase spottedParty)
Parameters
party
MobilePartyspottedParty
PartyBase
OnInfluenceSpent(Hero, float)
void OnInfluenceSpent(Hero hero, float amountSpent)
Parameters
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
MobilePartyforcedParty
MobilePartylootedItems
ItemRosterattacked
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
Heroskill
SkillObjectdifficulty
PersuasionDifficultyargumentDifficultyBonusCoefficient
int
OnPrisonBreakEnd(Hero, bool)
void OnPrisonBreakEnd(Hero prisonerHero, bool isSucceeded)
Parameters
OnPrisonerSell(MobileParty, in TroopRoster)
void OnPrisonerSell(MobileParty mobileParty, in TroopRoster prisonerRoster)
Parameters
mobileParty
MobilePartyprisonerRoster
TroopRoster
OnRaid(MobileParty, ItemRoster)
void OnRaid(MobileParty attackerParty, ItemRoster lootedItems)
Parameters
attackerParty
MobilePartylootedItems
ItemRoster
OnRegularTroopHealedWhileWaiting(MobileParty, int, float)
void OnRegularTroopHealedWhileWaiting(MobileParty mobileParty, int healedTroopCount, float averageTier)
Parameters
mobileParty
MobilePartyhealedTroopCount
intaverageTier
float
OnSettlementGoverned(Hero, Settlement)
void OnSettlementGoverned(Hero governor, Settlement settlement)
Parameters
governor
Herosettlement
Settlement
OnSettlementProjectFinished(Settlement)
void OnSettlementProjectFinished(Settlement settlement)
Parameters
settlement
Settlement
OnSiegeEngineBuilt(MobileParty, SiegeEngineType)
void OnSiegeEngineBuilt(MobileParty mobileParty, SiegeEngineType siegeEngine)
Parameters
mobileParty
MobilePartysiegeEngine
SiegeEngineType
OnSiegeEngineDestroyed(MobileParty, SiegeEngineType)
void OnSiegeEngineDestroyed(MobileParty party, SiegeEngineType destroyedSiegeEngine)
Parameters
party
MobilePartydestroyedSiegeEngine
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
CharacterObjectaffectedCharacter
CharacterObjectaffectorParty
PartyBasecommanderParty
PartyBase
OnSurgeryApplied(MobileParty, bool, int)
void OnSurgeryApplied(MobileParty party, bool surgerySuccess, int troopTier)
Parameters
party
MobilePartysurgerySuccess
booltroopTier
int
OnTacticsUsed(MobileParty, float)
void OnTacticsUsed(MobileParty party, float xp)
Parameters
party
MobilePartyxp
float
OnTrackDetected(Track)
void OnTrackDetected(Track track)
Parameters
track
Track
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
mobileParty
MobilePartycurrentTerrainType
TerrainType
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
party
PartyBasetroop
CharacterObjectupgrade
CharacterObjectnumberOfTroops
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).