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
All
public static MBReadOnlyList<Clan> All { get; }
Property Value
AlternativeColor
[SaveableProperty(78)]
public uint AlternativeColor { get; set; }
Property Value
AlternativeColor2
[SaveableProperty(79)]
public uint AlternativeColor2 { get; set; }
Property Value
AutoRecruitmentExpenses
[SaveableProperty(58)]
public int AutoRecruitmentExpenses { get; set; }
Property Value
BanditFactions
public static IEnumerable<Clan> BanditFactions { get; }
Property Value
Banner
public Banner Banner { get; }
Property Value
BasicTroop
public CharacterObject BasicTroop { get; set; }
Property Value
Color
[SaveableProperty(76)]
public uint Color { get; set; }
Property Value
Color2
[SaveableProperty(77)]
public uint Color2 { get; set; }
Property Value
CommanderLimit
public int CommanderLimit { get; }
Property Value
CompanionLimit
public int CompanionLimit { get; }
Property Value
Companions
public MBReadOnlyList<Hero> Companions { get; }
Property Value
Culture
[SaveableProperty(53)]
public CultureObject Culture { get; set; }
Property Value
DailyCrimeRatingChange
public float DailyCrimeRatingChange { get; }
Property Value
DailyCrimeRatingChangeExplained
public ExplainedNumber DailyCrimeRatingChangeExplained { get; }
Property Value
DebtToKingdom
public int DebtToKingdom { get; set; }
Property Value
DefaultPartyTemplate
public PartyTemplateObject DefaultPartyTemplate { get; }
Property Value
DistanceToClosestNonAllyFortification
public float DistanceToClosestNonAllyFortification { get; }
Property Value
DungeonPrisonersOfClan
public IEnumerable<CharacterObject> DungeonPrisonersOfClan { get; }
Property Value
EncyclopediaLink
public string EncyclopediaLink { get; }
Property Value
EncyclopediaLinkWithName
public TextObject EncyclopediaLinkWithName { get; }
Property Value
EncyclopediaText
[SaveableProperty(56)]
public TextObject EncyclopediaText { get; }
Property Value
FactionMidSettlement
public Settlement FactionMidSettlement { get; }
Property Value
Fiefs
public MBReadOnlyList<Town> Fiefs { get; }
Property Value
Gold
public int Gold { get; }
Property Value
Heroes
public MBReadOnlyList<Hero> Heroes { get; }
Property Value
HomeSettlement
public Settlement HomeSettlement { get; }
Property Value
Influence
public float Influence { get; set; }
Property Value
InfluenceChangeExplained
public ExplainedNumber InfluenceChangeExplained { get; }
Property Value
InformalName
[SaveableProperty(52)]
public TextObject InformalName { get; }
Property Value
InitialPosition
[SaveableProperty(67)]
public Vec2 InitialPosition { get; set; }
Property Value
IsBanditFaction
[SaveableProperty(85)]
public bool IsBanditFaction { get; }
Property Value
IsClan
public bool IsClan { get; }
Property Value
IsClanTypeMercenary
[SaveableProperty(73)]
public bool IsClanTypeMercenary { get; }
Property Value
IsEliminated
public bool IsEliminated { get; }
Property Value
IsMafia
[SaveableProperty(72)]
public bool IsMafia { get; }
Property Value
IsMapFaction
public bool IsMapFaction { get; }
Property Value
IsMinorFaction
[SaveableProperty(69)]
public bool IsMinorFaction { get; }
Property Value
IsNoble
[SaveableProperty(140)]
public bool IsNoble { get; set; }
Property Value
IsNomad
[SaveableProperty(71)]
public bool IsNomad { get; }
Property Value
IsOutlaw
[SaveableProperty(70)]
public bool IsOutlaw { get; }
Property Value
IsRebelClan
[SaveableProperty(68)]
public bool IsRebelClan { get; set; }
Property Value
IsSect
[SaveableProperty(74)]
public bool IsSect { get; }
Property Value
IsUnderMercenaryService
[SaveableProperty(75)]
public bool IsUnderMercenaryService { get; }
Property Value
Kingdom
public Kingdom Kingdom { get; set; }
Property Value
LabelColor
[SaveableProperty(66)]
public uint LabelColor { get; set; }
Property Value
LastFactionChangeTime
[SaveableProperty(55)]
public CampaignTime LastFactionChangeTime { get; set; }
Property Value
Leader
public Hero Leader { get; }
Property Value
Lords
public MBReadOnlyList<Hero> Lords { get; }
Property Value
MainHeroCrimeRating
[SaveableProperty(89)]
public float MainHeroCrimeRating { get; set; }
Property Value
MapFaction
public IFaction MapFaction { get; }
Property Value
MercenaryAwardMultiplier
[SaveableProperty(65)]
public int MercenaryAwardMultiplier { get; set; }
Property Value
MinorFactionCharacterTemplates
public IList<CharacterObject> MinorFactionCharacterTemplates { get; }
Property Value
Name
[SaveableProperty(51)]
public TextObject Name { get; }
Property Value
NonBanditFactions
public static IEnumerable<Clan> NonBanditFactions { get; }
Property Value
NotAttackableByPlayerUntilTime
[SaveableProperty(100)]
public CampaignTime NotAttackableByPlayerUntilTime { get; set; }
Property Value
PlayerClan
public static Clan PlayerClan { get; }
Property Value
Renown
[SaveableProperty(88)]
public float Renown { get; set; }
Property Value
RenownRequirementForNextTier
public int RenownRequirementForNextTier { get; }
Property Value
Settlements
public MBReadOnlyList<Settlement> Settlements { get; }
Property Value
Stances
public IEnumerable<StanceLink> Stances { get; }
Property Value
SupporterNotables
public MBReadOnlyList<Hero> SupporterNotables { get; }
Property Value
Tier
public int Tier { get; }
Property Value
TotalStrength
[CachedData]
public float TotalStrength { get; }
Property Value
TributeWallet
public int TributeWallet { get; set; }
Property Value
Villages
public MBReadOnlyList<Village> Villages { get; }
Property Value
WarPartyComponents
public MBReadOnlyList<WarPartyComponent> WarPartyComponents { get; }
Property Value
Methods
AddRenown(float, bool)
public void AddRenown(float value, bool shouldNotify = true)
Parameters
AfterLoad()
protected override void AfterLoad()
AutoGeneratedInstanceCollectObjects(List<object>)
protected override void AutoGeneratedInstanceCollectObjects(List<object> collectedObjects)
Parameters
CalculateTotalSettlementBaseValue()
public float CalculateTotalSettlementBaseValue()
Returns
CalculateTotalSettlementValueForFaction(Kingdom)
public float CalculateTotalSettlementValueForFaction(Kingdom kingdom)
Parameters
kingdom
Kingdom
Returns
ChangeClanName(TextObject, TextObject)
public void ChangeClanName(TextObject name, TextObject informalName)
Parameters
name
TextObjectinformalName
TextObject
ClanLeaveKingdom(bool)
public void ClanLeaveKingdom(bool giveBackFiefs = false)
Parameters
giveBackFiefs
bool
CreateClan(string)
public static Clan CreateClan(string stringID)
Parameters
stringID
string
Returns
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
stringsettlement
Settlementowner
HeroinheritingFaction
IFactionculture
CultureObjectclanName
TextObjecttier
inticonMeshId
int
Returns
CreateCompanionToLordClan(Hero, Settlement, TextObject, int)
public static Clan CreateCompanionToLordClan(Hero hero, Settlement settlement, TextObject clanName, int newClanIconId)
Parameters
hero
Herosettlement
SettlementclanName
TextObjectnewClanIconId
int
Returns
CreateNewMobileParty(Hero)
public MobileParty CreateNewMobileParty(Hero hero)
Parameters
hero
Hero
Returns
CreateNewMobilePartyAtPosition(Hero, Vec2)
public MobileParty CreateNewMobilePartyAtPosition(Hero hero, Vec2 spawnPosition)
Parameters
Returns
CreateSettlementRebelClan(Settlement, Hero, int)
public static Clan CreateSettlementRebelClan(Settlement settlement, Hero owner, int iconMeshId = -1)
Parameters
settlement
Settlementowner
HeroiconMeshId
int
Returns
Deserialize(MBObjectManager, XmlNode)
public override void Deserialize(MBObjectManager objectManager, XmlNode node)
Parameters
objectManager
MBObjectManagernode
XmlNode
EndMercenaryService(bool)
public void EndMercenaryService(bool isByLeavingKingdom)
Parameters
isByLeavingKingdom
bool
FindAll(Predicate<Clan>)
public static IEnumerable<Clan> FindAll(Predicate<Clan> predicate)
Parameters
Returns
FindFirst(Predicate<Clan>)
public static Clan FindFirst(Predicate<Clan> predicate)
Parameters
Returns
GetHeirApparents()
public Dictionary<Hero, int> GetHeirApparents()
Returns
GetName()
public override TextObject GetName()
Returns
GetRelationWithClan(Clan)
public int GetRelationWithClan(Clan other)
Parameters
other
Clan
Returns
GetStanceWith(IFaction)
public StanceLink GetStanceWith(IFaction other)
Parameters
other
IFaction
Returns
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
TextObjectinformalName
TextObjectculture
CultureObjectbanner
BannerinitialPosition
Vec2isDeserialize
bool
IsAtWarWith(IFaction)
public bool IsAtWarWith(IFaction other)
Parameters
other
IFaction
Returns
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
UpdateBannerColor(uint, uint)
public void UpdateBannerColor(uint backgroundColor, uint iconColor)
Parameters
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).