Class Equipment
- Namespace
- TaleWorlds.Core
- Assembly
- TaleWorlds.Core.dll
public class Equipment
- Inheritance
-
Equipment
- Inherited Members
Constructors
Equipment()
public Equipment()
Equipment(bool)
public Equipment(bool isCivilian)
Parameters
isCivilianbool
Equipment(Equipment)
public Equipment(Equipment equipment)
Parameters
equipmentEquipment
Fields
EquipmentSlotLength
public const int EquipmentSlotLength = 12
Field Value
NullCode
public const string NullCode = "@null"
Field Value
SyncEquipments
public bool SyncEquipments
Field Value
Properties
BeardCoverType
public ArmorComponent.BeardCoverTypes BeardCoverType { get; }
Property Value
BodyDeformType
public ArmorComponent.BodyDeformTypes BodyDeformType { get; }
Property Value
BodyMeshType
public ArmorComponent.BodyMeshTypes BodyMeshType { get; }
Property Value
EarsAreHidden
public bool EarsAreHidden { get; }
Property Value
HairCoverType
public ArmorComponent.HairCoverTypes HairCoverType { get; }
Property Value
Horse
public EquipmentElement Horse { get; }
Property Value
IsCivilian
public bool IsCivilian { get; }
Property Value
IsValid
public bool IsValid { get; }
Property Value
this[int]
public EquipmentElement this[int index] { get; set; }
Parameters
indexint
Property Value
this[EquipmentIndex]
public EquipmentElement this[EquipmentIndex index] { get; set; }
Parameters
indexEquipmentIndex
Property Value
ManeCoverType
public ArmorComponent.HorseHarnessCoverTypes ManeCoverType { get; }
Property Value
MouthIsHidden
public bool MouthIsHidden { get; }
Property Value
ReinsMeshName
public string ReinsMeshName { get; }
Property Value
Methods
AddEquipmentToSlotWithoutAgent(EquipmentIndex, EquipmentElement)
public void AddEquipmentToSlotWithoutAgent(EquipmentIndex equipmentIndex, EquipmentElement itemRosterElement)
Parameters
equipmentIndexEquipmentIndexitemRosterElementEquipmentElement
AutoGeneratedInstanceCollectObjects(List<object>)
protected virtual void AutoGeneratedInstanceCollectObjects(List<object> collectedObjects)
Parameters
CalculateEquipmentCode()
public string CalculateEquipmentCode()
Returns
Clone(bool)
public Equipment Clone(bool cloneWithoutWeapons = false)
Parameters
cloneWithoutWeaponsbool
Returns
CreateFromEquipmentCode(string)
public static Equipment CreateFromEquipmentCode(string equipmentCode)
Parameters
equipmentCodestring
Returns
Deserialize(MBObjectManager, XmlNode)
public void Deserialize(MBObjectManager objectManager, XmlNode node)
Parameters
objectManagerMBObjectManagernodeXmlNode
DeserializeNode(MBObjectManager, XmlNode)
public void DeserializeNode(MBObjectManager objectManager, XmlNode node)
Parameters
objectManagerMBObjectManagernodeXmlNode
FillFrom(Equipment, bool)
public void FillFrom(Equipment sourceEquipment, bool useSourceEquipmentType = true)
Parameters
GetArmArmorSum()
public float GetArmArmorSum()
Returns
GetEquipmentFromSlot(EquipmentIndex)
public EquipmentElement GetEquipmentFromSlot(EquipmentIndex equipmentIndex)
Parameters
equipmentIndexEquipmentIndex
Returns
GetEquipmentIndexFromOldEquipmentIndexName(string)
public static EquipmentIndex GetEquipmentIndexFromOldEquipmentIndexName(string oldEquipmentIndexName)
Parameters
oldEquipmentIndexNamestring
Returns
GetHeadArmorSum()
public float GetHeadArmorSum()
Returns
GetHorseArmorSum()
public float GetHorseArmorSum()
Returns
GetHumanBodyArmorSum()
public float GetHumanBodyArmorSum()
Returns
GetInitialWeaponIndicesToEquip(out EquipmentIndex, out EquipmentIndex, out bool, InitialWeaponEquipPreference)
public void GetInitialWeaponIndicesToEquip(out EquipmentIndex mainHandWeaponIndex, out EquipmentIndex offHandWeaponIndex, out bool isMainHandNotUsableWithOneHand, Equipment.InitialWeaponEquipPreference initialWeaponEquipPreference = InitialWeaponEquipPreference.Any)
Parameters
mainHandWeaponIndexEquipmentIndexoffHandWeaponIndexEquipmentIndexisMainHandNotUsableWithOneHandboolinitialWeaponEquipPreferenceEquipment.InitialWeaponEquipPreference
GetLegArmorSum()
public float GetLegArmorSum()
Returns
GetRandomEquipmentElements(BasicCharacterObject, bool, bool, int)
public static Equipment GetRandomEquipmentElements(BasicCharacterObject character, bool randomEquipmentModifier, bool isCivilianEquipment = false, int seed = -1)
Parameters
characterBasicCharacterObjectrandomEquipmentModifierboolisCivilianEquipmentboolseedint
Returns
GetTotalWeightOfArmor(bool)
public float GetTotalWeightOfArmor(bool forHuman)
Parameters
forHumanbool
Returns
GetTotalWeightOfWeapons()
public float GetTotalWeightOfWeapons()
Returns
GetUnderwearType(bool)
public Equipment.UnderwearTypes GetUnderwearType(bool isFemale)
Parameters
isFemalebool
Returns
GetWeaponPickUpSlotIndex(EquipmentElement, bool)
public EquipmentIndex GetWeaponPickUpSlotIndex(EquipmentElement itemRosterElement, bool isStuckMissile)
Parameters
itemRosterElementEquipmentElementisStuckMissilebool
Returns
HasWeapon()
public bool HasWeapon()
Returns
HasWeaponOfClass(WeaponClass)
public bool HasWeaponOfClass(WeaponClass weaponClass)
Parameters
weaponClassWeaponClass
Returns
IsEmpty()
public bool IsEmpty()
Returns
IsEquipmentEqualTo(Equipment)
public bool IsEquipmentEqualTo(Equipment other)
Parameters
otherEquipment
Returns
IsItemFitsToSlot(EquipmentIndex, ItemObject)
public static bool IsItemFitsToSlot(EquipmentIndex slotIndex, ItemObject item)
Parameters
slotIndexEquipmentIndexitemItemObject
Returns
SwapWeapons(Equipment, EquipmentIndex, EquipmentIndex)
public static void SwapWeapons(Equipment equipment, EquipmentIndex index1, EquipmentIndex index2)
Parameters
equipmentEquipmentindex1EquipmentIndexindex2EquipmentIndex
This page was last modified at 09/01/2024 16:12:00 +00:00 (UTC).