Table of Contents

Class Clan

Namespace
TaleWorlds.CampaignSystem
Assembly
TaleWorlds.CampaignSystem.dll
public sealed class Clan : MBObjectBase, IFaction
Inheritance
Clan
Implements
Inherited Members

Constructors

Clan()

public Clan()

Properties

Aggressiveness

public float Aggressiveness { get; }

Property Value

float

All

public static MBReadOnlyList<Clan> All { get; }

Property Value

MBReadOnlyList<Clan>

AlternativeColor

[SaveableProperty(78)]
public uint AlternativeColor { get; set; }

Property Value

uint

AlternativeColor2

[SaveableProperty(79)]
public uint AlternativeColor2 { get; set; }

Property Value

uint

AutoRecruitmentExpenses

[SaveableProperty(58)]
public int AutoRecruitmentExpenses { get; set; }

Property Value

int

BanditFactions

public static IEnumerable<Clan> BanditFactions { get; }

Property Value

IEnumerable<Clan>

Banner

public Banner Banner { get; }

Property Value

Banner

BasicTroop

public CharacterObject BasicTroop { get; set; }

Property Value

CharacterObject

Color

[SaveableProperty(76)]
public uint Color { get; set; }

Property Value

uint

Color2

[SaveableProperty(77)]
public uint Color2 { get; set; }

Property Value

uint

CommanderLimit

public int CommanderLimit { get; }

Property Value

int

CompanionLimit

public int CompanionLimit { get; }

Property Value

int

Companions

public MBReadOnlyList<Hero> Companions { get; }

Property Value

MBReadOnlyList<Hero>

Culture

[SaveableProperty(53)]
public CultureObject Culture { get; set; }

Property Value

CultureObject

DailyCrimeRatingChange

public float DailyCrimeRatingChange { get; }

Property Value

float

DailyCrimeRatingChangeExplained

public ExplainedNumber DailyCrimeRatingChangeExplained { get; }

Property Value

ExplainedNumber

DebtToKingdom

public int DebtToKingdom { get; set; }

Property Value

int

DefaultPartyTemplate

public PartyTemplateObject DefaultPartyTemplate { get; }

Property Value

PartyTemplateObject

DistanceToClosestNonAllyFortification

public float DistanceToClosestNonAllyFortification { get; }

Property Value

float

DungeonPrisonersOfClan

public IEnumerable<CharacterObject> DungeonPrisonersOfClan { get; }

Property Value

IEnumerable<CharacterObject>
public string EncyclopediaLink { get; }

Property Value

string

EncyclopediaLinkWithName

public TextObject EncyclopediaLinkWithName { get; }

Property Value

TextObject

EncyclopediaText

[SaveableProperty(56)]
public TextObject EncyclopediaText { get; }

Property Value

TextObject

FactionMidSettlement

public Settlement FactionMidSettlement { get; }

Property Value

Settlement

Fiefs

public MBReadOnlyList<Town> Fiefs { get; }

Property Value

MBReadOnlyList<Town>

Gold

public int Gold { get; }

Property Value

int

Heroes

public MBReadOnlyList<Hero> Heroes { get; }

Property Value

MBReadOnlyList<Hero>

HomeSettlement

public Settlement HomeSettlement { get; }

Property Value

Settlement

Influence

public float Influence { get; set; }

Property Value

float

InfluenceChangeExplained

public ExplainedNumber InfluenceChangeExplained { get; }

Property Value

ExplainedNumber

InformalName

[SaveableProperty(52)]
public TextObject InformalName { get; }

Property Value

TextObject

InitialPosition

[SaveableProperty(67)]
public Vec2 InitialPosition { get; set; }

Property Value

Vec2

IsBanditFaction

[SaveableProperty(85)]
public bool IsBanditFaction { get; }

Property Value

bool

IsClan

public bool IsClan { get; }

Property Value

bool

IsClanTypeMercenary

[SaveableProperty(73)]
public bool IsClanTypeMercenary { get; }

Property Value

bool

IsEliminated

public bool IsEliminated { get; }

Property Value

bool

IsMafia

[SaveableProperty(72)]
public bool IsMafia { get; }

Property Value

bool

IsMapFaction

public bool IsMapFaction { get; }

Property Value

bool

IsMinorFaction

[SaveableProperty(69)]
public bool IsMinorFaction { get; }

Property Value

bool

IsNoble

[SaveableProperty(140)]
public bool IsNoble { get; set; }

Property Value

bool

IsNomad

[SaveableProperty(71)]
public bool IsNomad { get; }

Property Value

bool

IsOutlaw

[SaveableProperty(70)]
public bool IsOutlaw { get; }

Property Value

bool

IsRebelClan

[SaveableProperty(68)]
public bool IsRebelClan { get; set; }

Property Value

bool

IsSect

[SaveableProperty(74)]
public bool IsSect { get; }

Property Value

bool

IsUnderMercenaryService

[SaveableProperty(75)]
public bool IsUnderMercenaryService { get; }

Property Value

bool

Kingdom

public Kingdom Kingdom { get; set; }

Property Value

Kingdom

LabelColor

[SaveableProperty(66)]
public uint LabelColor { get; set; }

Property Value

uint

LastFactionChangeTime

[SaveableProperty(55)]
public CampaignTime LastFactionChangeTime { get; set; }

Property Value

CampaignTime

Leader

public Hero Leader { get; }

Property Value

Hero

Lords

public MBReadOnlyList<Hero> Lords { get; }

Property Value

MBReadOnlyList<Hero>

MainHeroCrimeRating

[SaveableProperty(89)]
public float MainHeroCrimeRating { get; set; }

Property Value

float

MapFaction

public IFaction MapFaction { get; }

Property Value

IFaction

MercenaryAwardMultiplier

[SaveableProperty(65)]
public int MercenaryAwardMultiplier { get; set; }

Property Value

int

MinorFactionCharacterTemplates

public IList<CharacterObject> MinorFactionCharacterTemplates { get; }

Property Value

IList<CharacterObject>

Name

[SaveableProperty(51)]
public TextObject Name { get; }

Property Value

TextObject

NonBanditFactions

public static IEnumerable<Clan> NonBanditFactions { get; }

Property Value

IEnumerable<Clan>

NotAttackableByPlayerUntilTime

[SaveableProperty(100)]
public CampaignTime NotAttackableByPlayerUntilTime { get; set; }

Property Value

CampaignTime

PlayerClan

public static Clan PlayerClan { get; }

Property Value

Clan

Renown

[SaveableProperty(88)]
public float Renown { get; set; }

Property Value

float

RenownRequirementForNextTier

public int RenownRequirementForNextTier { get; }

Property Value

int

Settlements

public MBReadOnlyList<Settlement> Settlements { get; }

Property Value

MBReadOnlyList<Settlement>

Stances

public IEnumerable<StanceLink> Stances { get; }

Property Value

IEnumerable<StanceLink>

SupporterNotables

public MBReadOnlyList<Hero> SupporterNotables { get; }

Property Value

MBReadOnlyList<Hero>

Tier

public int Tier { get; }

Property Value

int

TotalStrength

[CachedData]
public float TotalStrength { get; }

Property Value

float

TributeWallet

public int TributeWallet { get; set; }

Property Value

int

Villages

public MBReadOnlyList<Village> Villages { get; }

Property Value

MBReadOnlyList<Village>

WarPartyComponents

public MBReadOnlyList<WarPartyComponent> WarPartyComponents { get; }

Property Value

MBReadOnlyList<WarPartyComponent>

Methods

AddRenown(float, bool)

public void AddRenown(float value, bool shouldNotify = true)

Parameters

value float
shouldNotify bool

AfterLoad()

protected override void AfterLoad()

AutoGeneratedInstanceCollectObjects(List<object>)

protected override void AutoGeneratedInstanceCollectObjects(List<object> collectedObjects)

Parameters

collectedObjects List<object>

CalculateTotalSettlementBaseValue()

public float CalculateTotalSettlementBaseValue()

Returns

float

CalculateTotalSettlementValueForFaction(Kingdom)

public float CalculateTotalSettlementValueForFaction(Kingdom kingdom)

Parameters

kingdom Kingdom

Returns

float

ChangeClanName(TextObject, TextObject)

public void ChangeClanName(TextObject name, TextObject informalName)

Parameters

name TextObject
informalName TextObject

ClanLeaveKingdom(bool)

public void ClanLeaveKingdom(bool giveBackFiefs = false)

Parameters

giveBackFiefs bool

CreateClan(string)

public static Clan CreateClan(string stringID)

Parameters

stringID string

Returns

Clan

CreateClan(string, Settlement, Hero, IFaction, CultureObject, TextObject, int, int)

public static Clan CreateClan(string stringId, Settlement settlement, Hero owner, IFaction inheritingFaction, CultureObject culture, TextObject clanName, int tier, int iconMeshId = -1)

Parameters

stringId string
settlement Settlement
owner Hero
inheritingFaction IFaction
culture CultureObject
clanName TextObject
tier int
iconMeshId int

Returns

Clan

CreateCompanionToLordClan(Hero, Settlement, TextObject, int)

public static Clan CreateCompanionToLordClan(Hero hero, Settlement settlement, TextObject clanName, int newClanIconId)

Parameters

hero Hero
settlement Settlement
clanName TextObject
newClanIconId int

Returns

Clan

CreateNewMobileParty(Hero)

public MobileParty CreateNewMobileParty(Hero hero)

Parameters

hero Hero

Returns

MobileParty

CreateNewMobilePartyAtPosition(Hero, Vec2)

public MobileParty CreateNewMobilePartyAtPosition(Hero hero, Vec2 spawnPosition)

Parameters

hero Hero
spawnPosition Vec2

Returns

MobileParty

CreateSettlementRebelClan(Settlement, Hero, int)

public static Clan CreateSettlementRebelClan(Settlement settlement, Hero owner, int iconMeshId = -1)

Parameters

settlement Settlement
owner Hero
iconMeshId int

Returns

Clan

Deserialize(MBObjectManager, XmlNode)

public override void Deserialize(MBObjectManager objectManager, XmlNode node)

Parameters

objectManager MBObjectManager
node XmlNode

EndMercenaryService(bool)

public void EndMercenaryService(bool isByLeavingKingdom)

Parameters

isByLeavingKingdom bool

FindAll(Predicate<Clan>)

public static IEnumerable<Clan> FindAll(Predicate<Clan> predicate)

Parameters

predicate Predicate<Clan>

Returns

IEnumerable<Clan>

FindFirst(Predicate<Clan>)

public static Clan FindFirst(Predicate<Clan> predicate)

Parameters

predicate Predicate<Clan>

Returns

Clan

GetHeirApparents()

public Dictionary<Hero, int> GetHeirApparents()

Returns

Dictionary<Hero, int>

GetName()

public override TextObject GetName()

Returns

TextObject

GetRelationWithClan(Clan)

public int GetRelationWithClan(Clan other)

Parameters

other Clan

Returns

int

GetStanceWith(IFaction)

public StanceLink GetStanceWith(IFaction other)

Parameters

other IFaction

Returns

StanceLink

InitializeClan(TextObject, TextObject, CultureObject, Banner, Vec2, bool)

public void InitializeClan(TextObject name, TextObject informalName, CultureObject culture, Banner banner, Vec2 initialPosition = default, bool isDeserialize = false)

Parameters

name TextObject
informalName TextObject
culture CultureObject
banner Banner
initialPosition Vec2
isDeserialize bool

IsAtWarWith(IFaction)

public bool IsAtWarWith(IFaction other)

Parameters

other IFaction

Returns

bool

OnBeforeLoad()

protected override void OnBeforeLoad()

OnBoundVillageAdded(Village)

public void OnBoundVillageAdded(Village village)

Parameters

village Village

OnGameCreated()

public void OnGameCreated()

OnSupportedByClan(Clan)

public void OnSupportedByClan(Clan supporterClan)

Parameters

supporterClan Clan

PreAfterLoad()

protected override void PreAfterLoad()

ResetClanRenown()

public void ResetClanRenown()

SetLeader(Hero)

public void SetLeader(Hero leader)

Parameters

leader Hero

StartMercenaryService()

public void StartMercenaryService()

ToString()

public override string ToString()

Returns

string

UpdateBannerColor(uint, uint)

public void UpdateBannerColor(uint backgroundColor, uint iconColor)

Parameters

backgroundColor uint
iconColor uint

UpdateHomeSettlement(Settlement)

public void UpdateHomeSettlement(Settlement updatedSettlement)

Parameters

updatedSettlement Settlement

UpdateStrength()

public void UpdateStrength()

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