Table of Contents

Class PartyBase

Namespace
TaleWorlds.CampaignSystem.Party
Assembly
TaleWorlds.CampaignSystem.dll
public sealed class PartyBase : IBattleCombatant, IRandomOwner
Inheritance
PartyBase
Implements
Inherited Members
Extension Methods

Constructors

PartyBase(MobileParty)

public PartyBase(MobileParty mobileParty)

Parameters

mobileParty MobileParty

PartyBase(Settlement)

public PartyBase(Settlement settlement)

Parameters

settlement Settlement

Properties

AlternativeColorPair

public Tuple<uint, uint> AlternativeColorPair { get; }

Property Value

Tuple<uint, uint>

AverageBearingRotation

[SaveableProperty(12)]
public float AverageBearingRotation { get; set; }

Property Value

float

Banner

public Banner Banner { get; }

Property Value

Banner

BasicCulture

public BasicCultureObject BasicCulture { get; }

Property Value

BasicCultureObject

Culture

public CultureObject Culture { get; }

Property Value

CultureObject

DaysStarving

public float DaysStarving { get; }

Property Value

float

General

public BasicCharacterObject General { get; }

Property Value

BasicCharacterObject

Id

public string Id { get; }

Property Value

string

Index

public int Index { get; }

Property Value

int

InventoryCapacity

public int InventoryCapacity { get; }

Property Value

int

IsActive

public bool IsActive { get; }

Property Value

bool

IsMobile

public bool IsMobile { get; }

Property Value

bool

IsSettlement

public bool IsSettlement { get; }

Property Value

bool

IsStarving

public bool IsStarving { get; }

Property Value

bool

IsValid

public bool IsValid { get; }

Property Value

bool

IsVisible

public bool IsVisible { get; }

Property Value

bool

IsVisualDirty

[CachedData]
public bool IsVisualDirty { get; }

Property Value

bool

ItemRoster

[SaveableProperty(5)]
public ItemRoster ItemRoster { get; }

Property Value

ItemRoster

LeaderHero

public Hero LeaderHero { get; }

Property Value

Hero

LevelMaskIsDirty

public bool LevelMaskIsDirty { get; }

Property Value

bool

MainParty

public static PartyBase MainParty { get; }

Property Value

PartyBase

MapEntity

public IMapEntity MapEntity { get; }

Property Value

IMapEntity

MapEvent

public MapEvent MapEvent { get; }

Property Value

MapEvent

MapEventSide

public MapEventSide MapEventSide { get; set; }

Property Value

MapEventSide

MapFaction

public IFaction MapFaction { get; }

Property Value

IFaction

MemberRoster

[SaveableProperty(3)]
public TroopRoster MemberRoster { get; }

Property Value

TroopRoster

MobileParty

[SaveableProperty(2)]
public MobileParty MobileParty { get; }

Property Value

MobileParty

Name

public TextObject Name { get; }

Property Value

TextObject

NumberOfAllMembers

public int NumberOfAllMembers { get; }

Property Value

int

NumberOfHealthyMembers

public int NumberOfHealthyMembers { get; }

Property Value

int

NumberOfMenWithHorse

public int NumberOfMenWithHorse { get; }

Property Value

int

NumberOfMenWithoutHorse

public int NumberOfMenWithoutHorse { get; }

Property Value

int

NumberOfMounts

public int NumberOfMounts { get; }

Property Value

int

NumberOfPackAnimals

public int NumberOfPackAnimals { get; }

Property Value

int

NumberOfPrisoners

public int NumberOfPrisoners { get; }

Property Value

int

NumberOfRegularMembers

public int NumberOfRegularMembers { get; }

Property Value

int

NumberOfWoundedTotalMembers

public int NumberOfWoundedTotalMembers { get; }

Property Value

int

OpponentSide

public BattleSideEnum OpponentSide { get; }

Property Value

BattleSideEnum

Owner

public Hero Owner { get; }

Property Value

Hero

PartySizeLimit

public int PartySizeLimit { get; }

Property Value

int

PartySizeLimitExplainer

public ExplainedNumber PartySizeLimitExplainer { get; }

Property Value

ExplainedNumber

Position2D

public Vec2 Position2D { get; }

Property Value

Vec2

PrimaryColorPair

public Tuple<uint, uint> PrimaryColorPair { get; }

Property Value

Tuple<uint, uint>

PrisonRoster

[SaveableProperty(4)]
public TroopRoster PrisonRoster { get; }

Property Value

TroopRoster

PrisonerHeroes

public IEnumerable<CharacterObject> PrisonerHeroes { get; }

Property Value

IEnumerable<CharacterObject>

PrisonerSizeLimit

public int PrisonerSizeLimit { get; }

Property Value

int

PrisonerSizeLimitExplainer

public ExplainedNumber PrisonerSizeLimitExplainer { get; }

Property Value

ExplainedNumber

RandomValue

[SaveableProperty(210)]
public int RandomValue { get; }

Property Value

int

RemainingFoodPercentage

public int RemainingFoodPercentage { get; set; }

Property Value

int

Settlement

[SaveableProperty(1)]
public Settlement Settlement { get; }

Property Value

Settlement

Side

public BattleSideEnum Side { get; }

Property Value

BattleSideEnum

SiegeEvent

public SiegeEvent SiegeEvent { get; }

Property Value

SiegeEvent

TotalStrength

public float TotalStrength { get; }

Property Value

float

Methods

AddElementToMemberRoster(CharacterObject, int, bool)

public int AddElementToMemberRoster(CharacterObject element, int numberToAdd, bool insertAtFront = false)

Parameters

element CharacterObject
numberToAdd int
insertAtFront bool

Returns

int

AddMember(CharacterObject, int, int)

public int AddMember(CharacterObject element, int numberToAdd, int numberToAddWounded = 0)

Parameters

element CharacterObject
numberToAdd int
numberToAddWounded int

Returns

int

AddMembers(TroopRoster)

public void AddMembers(TroopRoster roster)

Parameters

roster TroopRoster

AddPrisoner(CharacterObject, int)

public int AddPrisoner(CharacterObject element, int numberToAdd)

Parameters

element CharacterObject
numberToAdd int

Returns

int

AddPrisoners(TroopRoster)

public void AddPrisoners(TroopRoster roster)

Parameters

roster TroopRoster

AddToMemberRosterElementAtIndex(int, int, int)

public void AddToMemberRosterElementAtIndex(int index, int numberToAdd, int woundedCount = 0)

Parameters

index int
numberToAdd int
woundedCount int

GetNumberOfHealthyMenOfTier(int)

public int GetNumberOfHealthyMenOfTier(int tier)

Parameters

tier int

Returns

int

GetNumberOfMenWith(TraitObject)

public int GetNumberOfMenWith(TraitObject trait)

Parameters

trait TraitObject

Returns

int

IsPositionOkForTraveling(Vec2)

public static bool IsPositionOkForTraveling(Vec2 position)

Parameters

position Vec2

Returns

bool

OnConsumedFood()

public void OnConsumedFood()

OnGameInitialized()

public void OnGameInitialized()

OnLevelMaskUpdated()

public void OnLevelMaskUpdated()

OnVisibilityChanged(bool)

public void OnVisibilityChanged(bool value)

Parameters

value bool

OnVisualsUpdated()

public void OnVisualsUpdated()

PlaceRandomPositionAroundPosition(Vec2, float)

public void PlaceRandomPositionAroundPosition(Vec2 centerPosition, float radius)

Parameters

centerPosition Vec2
radius float

ResetTempXp()

public void ResetTempXp()

SetAsCameraFollowParty()

public void SetAsCameraFollowParty()

SetCustomOwner(Hero)

public void SetCustomOwner(Hero customOwner)

Parameters

customOwner Hero

SetLevelMaskIsDirty()

public void SetLevelMaskIsDirty()

SetVisualAsDirty()

public void SetVisualAsDirty()

ToString()

public override string ToString()

Returns

string

UpdateVisibilityAndInspected(float)

public void UpdateVisibilityAndInspected(float mainPartySeeingRange = 0)

Parameters

mainPartySeeingRange float

WoundMemberRosterElements(CharacterObject, int)

public void WoundMemberRosterElements(CharacterObject elementObj, int numberToWound)

Parameters

elementObj CharacterObject
numberToWound int

WoundMemberRosterElementsWithIndex(int, int)

public void WoundMemberRosterElementsWithIndex(int elementIndex, int numberToWound)

Parameters

elementIndex int
numberToWound int

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