M&B: Bannerlord 1.0.0
The horns sound, the ravens gather.
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TaleWorlds.Core Namespace Reference

Namespaces

namespace  ViewModelCollection
 

Classes

class  ActionSetCode
 
class  AgentData
 
class  ArmorComponent
 
class  AtmosphereState
 
class  Banner
 
class  BannerCode
 
struct  BannerColor
 
class  BannerComponent
 
class  BannerData
 
class  BannerEffect
 
class  BannerExtensions
 
struct  BannerIconData
 
class  BannerIconGroup
 
class  BannerManager
 
class  BasicCharacterObject
 
class  BasicCultureObject
 Represents a culture More...
 
class  BasicGameModels
 
class  BattleSurvivalModel
 
class  BladeData
 
struct  BodyProperties
 
struct  CampaignSaveMetaDataArgs
 
class  CharacterAttribute
 
class  CharacterCode
 
class  CharacterSkills
 
class  CombatStatCalculator
 
class  Crafting
 
class  CraftingPiece
 
struct  CraftingStatData
 
class  CraftingTemplate
 
class  DefaultCharacterAttributes
 
class  DefaultItemCategories
 
class  DefaultItemCategorySelector
 
class  DefaultItemValueModel
 
class  DefaultRidingModel
 
class  DefaultSiegeEngineTypes
 
class  DefaultSkills
 
class  DefaultStrikeMagnitudeModel
 
class  DummyCommunicator
 
struct  DynamicBodyProperties
 
class  EntitySystem
 
class  Equipment
 
struct  EquipmentElement
 
class  Extensions
 
class  FaceGen
 
class  FilePaths
 
class  FormationClassExtensions
 
class  Game
 
class  GameHandler
 
class  GameManagerBase
 
class  GameManagerComponent
 
class  GameModel
 
class  GameModelsManager
 
class  GameState
 
class  GameStateManager
 
class  GameText
 
class  GameTextManager
 
class  GameTexts
 
class  GameType
 
class  HorseComponent
 
class  HyperlinkTexts
 
interface  IAgent
 
interface  IAgentOriginBase
 
interface  IBannerVisual
 
interface  IBannerVisualCreator
 
interface  IBattleCombatant
 
interface  IBattleObserver
 
interface  ICameraModeLogic
 
interface  ICharacterData
 
interface  ICommunicator
 
interface  IEntityComponent
 
interface  IFaceGen
 
interface  IFaceGeneratorCustomFilter
 
interface  IGameStarter
 
interface  IGameStateListener
 
interface  IGameStateManagerListener
 
interface  IGameStateManagerOwner
 
interface  IInformationDataHolder
 
class  ImageIdentifier
 
class  ImageIdentifierVM
 
interface  IManagedParametersInitializer
 
interface  IMission
 
interface  IMissionSiegeWeapon
 
interface  IMissionTeam
 
interface  IMissionTroopSupplier
 
interface  IMonsterMissionData
 
interface  IMonsterMissionDataCreator
 
interface  INetworkCommunication
 
class  InformationData
 
class  InquiryElement
 
interface  ISceneNotificationContextProvider
 
class  ItemCategory
 
class  ItemCategorySelector
 
class  ItemComponent
 
class  ItemModifier
 
class  ItemModifierGroup
 
class  ItemObject
 Initializes a new instance of the ItemObject class. More...
 
struct  ItemRosterElement
 
class  ItemValueModel
 
interface  ITrackableBase
 
class  ManagedParameters
 
class  MBBodyProperty
 
class  MBCharacterSkills
 
class  MBEquipmentRoster
 
class  MBException
 
class  MBFastRandom
 Faster pseudo-random generator based on xor-shift having the same interface as System.Random Adapted from "A fast equivalent for System.Random" by colgreen. Link: https://www.codeproject.com/Articles/9187/A-fast-equivalent-for-System-Random Based on a simple and fast xor-shift pseudo random number generator specified in: Marsaglia, George. (2003). Xorshift RNGs. http://www.jstatsoft.org/v08/i14/xorshift.pdf REMARK_ATES: This version is simplified and a bit improved for performance. Also added random float computation More...
 
class  MBFastRandomSelector
 Selects distinct entries from a list in random. Does not modify the original list. But keeps a reference to it More...
 
class  MBIllegalValueException
 
class  MBInformationManager
 
class  MBInvalidParameterException
 
class  MBMethodNameNotFoundException
 
class  MBMisuseException
 
class  MBNetwork
 
class  MBNetworkBitException
 
class  MBNotFoundException
 
class  MBNotNullParameterException
 
class  MBNullParameterException
 
class  MBObjectManagerExtensions
 
class  MBOutOfRangeException
 
class  MBRandom
 
class  MBSaveLoad
 
class  MBTypeMismatchException
 
class  MBUnderFlowException
 
class  MBUnknownTypeException
 
class  MetaDataExtensions
 
struct  MissionInitializerRecord
 
class  MissionResult
 
class  MissionSiegeWeapon
 Represents a unique mission siege weapon. Matches to a campaign/sandbox weapon for campaign/sandbox mode. More...
 
class  Monster
 
class  MountCreationKey
 
class  MultiSelectionInquiryData
 
class  PeerComponent
 
struct  PieceData
 
class  PlayerGameState
 
class  PropertyObject
 Property Object class More...
 
class  PropertyOwner
 
class  PropertyOwnerF
 
class  ResetAllTutorialsEvent
 
class  RidingModel
 
class  SaddleComponent
 
class  SaveableCoreTypeDefiner
 
class  SceneNotificationData
 
class  SiegeEngineType
 
class  SkeletonScale
 
class  SkillObject
 
class  StackArray
 
struct  StaticBodyProperties
 
class  StrikeMagnitudeCalculationModel
 
class  Timer
 A timer class that alarms when given amount of time has passed. More...
 
class  TradeItemComponent
 
class  TutorialContextChangedEvent
 
struct  UniqueTroopDescriptor
 
class  VirtualPlayer
 
class  WaitForGameState
 
class  WeaponComponent
 
class  WeaponComponentData
 
class  WeaponComponentDataExtensions
 
class  WeaponDescription
 
class  WeaponDesign
 
class  WeaponDesignElement
 
class  XmlHelper
 

Enumerations

enum  DrivenProperty : int
 Driven properties of agent. Driven properties ending in chance are for properties not related to how well or poorly the AI performs but changes some other aspect of the AI's behavior such as aggressiveness Driven properties ending in ability are for properties that determine how well the AI performs such that they are the correct thing to do Driven properties ending in precision are for properties that are used for the AI to estimate durations it can access imperfectly More...
 
enum  AgentFlag : UInt32
 
enum  AgentState : int
 States that an agent can be under. More...
 
enum  CultureCode
 
enum  BattleSideEnum
 
enum  BattleState
 
enum  BodyMeshMaturityType
 
enum  CraftingMaterials
 
enum  DamageTypes
 
enum  AgentAttackType : int
 
enum  StrikeType
 
enum  EquipmentIndex : int
 
enum  ForestDensity
 
enum  FormationClass
 
enum  DeploymentFormationClass
 
enum  TroopClassFlag : UInt32
 
enum  TroopType
 
enum  FormationFilterType
 
enum  FormationPositionPreference : int
 
enum  GameManagerLoadingSteps : int
 
enum  GameTypeLoadingStates : int
 
enum  SpectatorCameraTypes
 
enum  FaceGeneratorStage
 
enum  ImageIdentifierType
 
enum  MissionMode : int
 
enum  ItemFlags : uint
 Keep synched with Weapon.h, item_flags More...
 
enum  WeaponFlags : ulong
 Keep synched with Weapon.h, weapon_flags More...
 
enum  ManagedParametersEnum
 
enum  EquipmentFlags : uint
 
enum  ModuleCheckResultType
 
enum  HumanBone : sbyte
 This is not the real bone index. Use the enum with boneMapping to get the real bone index! More...
 
enum  SkinMask
 
enum  TerrainType : int
 
enum  TutorialContexts
 
enum  UnitSpawnPrioritizations
 
enum  WeaponClass
 

Enumeration Type Documentation

◆ DrivenProperty

◆ AgentFlag

◆ AgentState

◆ CultureCode

◆ BattleSideEnum

◆ BattleState

◆ BodyMeshMaturityType

◆ CraftingMaterials

◆ DamageTypes

◆ AgentAttackType

◆ StrikeType

◆ EquipmentIndex

◆ ForestDensity

◆ FormationClass

◆ DeploymentFormationClass

◆ TroopClassFlag

◆ TroopType

◆ FormationFilterType

◆ FormationPositionPreference

◆ GameManagerLoadingSteps

◆ GameTypeLoadingStates

◆ SpectatorCameraTypes

◆ FaceGeneratorStage

◆ ImageIdentifierType

◆ MissionMode

◆ ItemFlags

◆ WeaponFlags

◆ ManagedParametersEnum

◆ EquipmentFlags

◆ ModuleCheckResultType

◆ HumanBone

◆ SkinMask

◆ TerrainType

◆ TutorialContexts

◆ UnitSpawnPrioritizations

◆ WeaponClass