M&B: Bannerlord 1.1.0
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SandBox.CampaignBehaviors.LordConversationsCampaignBehavior Class Reference

Inherits TaleWorlds.CampaignSystem.CampaignBehaviorBase.

Classes

class  Number
 

Public Member Functions

bool GetConversationHeroPoliticalPhilosophy (out TextObject philosophyString)
 
bool GetConversationHeroPoliticalPhilosophy_2 (out TextObject philosophyString_2)
 
bool GetConversationHeroPoliticalPhilosophy_3 (out TextObject philosophyString_3)
 
TextObject GetLiegeTitle ()
 
bool UsesLordConversations (Hero hero)
 
override void RegisterEvents ()
 
override void SyncData (IDataStore dataStore)
 
bool conversation_player_marriage_select_on_condition ()
 
void conversation_player_marriage_on_consequence ()
 
void conversation_player_marriage_on_refusal_consequence ()
 
bool conversation_player_children_marriage_on_condition ()
 
void conversation_player_children_marriage_list_options_on_consequence ()
 
bool conversation_player_children_marriage_select_on_condition ()
 
void conversation_player_children_marriage_on_consequence ()
 
void conversation_player_children_marriage_on_refusal_consequence ()
 
bool conversation_wanderer_generic_introduction_on_condition ()
 
bool conversation_lord_answers_war_question_about_faction_on_condition ()
 
void conversation_lord_answers_the_war_question_on_consequence ()
 
bool conversation_lord_talk_ask_about_war_2_on_condition ()
 
void conversation_lord_talk_ask_about_war_2_on_consequence ()
 
bool conversation_lord_active_mission_response_cont_on_condition ()
 
bool conversation_mission_in_progress_on_condition ()
 
bool conversation_lord_active_mission_response_failed_on_condition ()
 
void conversation_lord_active_mission_response_failed_on_consequence ()
 
bool conversation_lord_is_threated_neutral_on_condition ()
 
bool conversation_player_can_attack_hero_on_condition ()
 
bool barter_peace_offer_reject_on_condition ()
 
bool barter_offer_reject_on_condition ()
 
bool barter_offer_accept_peace_on_condition ()
 
bool barter_offer_accept_let_go_on_condition ()
 
bool barter_offer_accept_on_condition ()
 
bool conversation_player_is_leaving_faction_on_condition ()
 
bool conversation_player_is_offering_mercenary_on_condition ()
 
bool conversation_player_is_offering_mercenary_on_clickable_condition (out TextObject hintText)
 
bool conversation_player_is_offering_vassalage_on_condition ()
 
bool conversation_player_is_offering_vassalage_on_clickable_condition (out TextObject hintText)
 
bool conversation_player_is_offering_vassalage_while_at_mercenary_service_on_condition ()
 
bool conversation_player_is_asking_service_while_in_faction_on_condition ()
 
bool conversation_player_is_offering_vassalage_to_lord_on_condition ()
 
bool lord_ask_enter_service_vassalage_talking_with_king_on_condition ()
 
bool conversation_lord_ask_recruit_mercenary_response_on_condition ()
 
bool conversation_player_want_to_fire_mercenary_on_condition ()
 
bool conversation_player_want_to_hire_mercenary_on_condition ()
 
bool conversation_player_want_to_fire_mercenary_there_is_debt_on_condition ()
 
bool conversation_player_want_to_fire_mercenary_no_debt_on_condition ()
 
bool conversation_player_want_to_fire_mercenary_with_paying_debt_on_condition ()
 
bool conversation_mercenary_response_on_condition_reject ()
 
bool conversation_mercenary_response_on_condition_reject_because_of_financial_reasons ()
 
bool conversation_mercenary_response_not_leader_on_condition ()
 
bool conversation_mercenary_response_on_condition ()
 
bool conversation_player_want_to_join_faction_as_mercenary_or_vassal_on_condition ()
 
bool conversation_player_want_to_end_service_as_mercenary_on_condition ()
 
void conversation_player_want_to_end_service_as_mercenary_on_consequence ()
 
bool conversation_player_ask_to_claim_land_on_condition ()
 
bool conversation_player_ask_to_claim_land_answer_ok_on_condition ()
 
void conversation_player_ask_to_claim_land_answer_on_consequence ()
 
void conversation_mercenary_player_accepts_lord_answer_on_consequence ()
 
bool conversation_player_makes_faction_order ()
 
bool conversation_player_wants_to_do_operation_on_condition ()
 
bool conversation_set_player_salutation ()
 
bool conversation_player_plans_never_mind_on_condition ()
 
bool conversation_player_ask_lords_to_follow_him_on_condition ()
 
bool conversation_player_ask_lords_to_follow_him_already_at_army_on_condition ()
 
bool conversation_player_ask_lords_to_create_army_on_condition ()
 
void conversation_player_ask_lords_to_follow_him_already_at_army_on_consequence ()
 
bool conversation_how_many_days_to_escort_condition ()
 
void conversation_how_many_days_to_escort_on_consqeuence ()
 
void conversation_player_ask_lords_to_follow_him_on_consequence ()
 
bool conversation_player_want_to_leave_faction_on_condition ()
 
bool conversation_player_has_question_on_condition ()
 
bool conversation_player_is_trying_to_recruit_on_condition ()
 
bool conversation_hero_main_options_quests ()
 
bool conversation_hero_main_options_discussions ()
 
bool conversation_lord_talk_politics_during_siege_parley_on_condition ()
 
bool conversation_player_is_asking_pardon_on_condition ()
 
bool conversation_player_is_asking_peace_on_condition ()
 
bool conversation_player_is_leaving_neutral_or_friendly_on_condition ()
 
bool conversation_player_is_leaving_enemy_on_condition ()
 
bool conversation_player_is_leaving_enemy_prisoner_on_condition ()
 
bool conversation_cheat_other_lords_on_condition ()
 
bool conversation_player_dont_attack_we_surrender_on_condition ()
 
bool conversation_cheat_faction_enmities_on_condition ()
 
TextObject GetReasonForEnmity (Hero lord1, Hero lord2, Hero talkTroop)
 
bool conversation_cheat_reputation_on_condition ()
 
bool conversation_lord_leave_on_condition ()
 
void conversation_lord_leave_on_consequence ()
 
bool conversation_capture_defeated_lord_on_condition ()
 
bool conversation_liberate_known_hero_on_condition ()
 
bool conversation_liberate_unmet_hero_on_condition ()
 
bool conversation_reprisoner_hero_decision_on_condition ()
 
void conversation_player_liberates_prisoner_on_consequence ()
 
void conversation_player_fails_to_release_prisoner_on_consequence ()
 
bool conversation_ally_thanks_meet_after_helping_in_battle_on_condition ()
 
bool conversation_ally_thanks_after_helping_in_battle_on_condition ()
 
void conversation_talk_lord_defeat_to_lord_capture_on_consequence ()
 
void conversation_talk_lord_defeat_to_lord_capture_and_kill_on_consequence ()
 
bool conversation_talk_lord_release_noncombatant_on_condition ()
 
bool conversation_talk_lord_release_combatant_on_condition ()
 
bool conversation_player_ask_ruling_philosophy_on_condition ()
 
bool conversation_player_has_long_ruling_philosophy_on_condition ()
 
void conversation_talk_lord_freed_to_lord_capture_on_consequence ()
 
void conversation_talk_lord_freed_to_lord_release_on_consequence ()
 
bool conversation_lord_request_mission_ask_on_condition ()
 
void conversation_lord_mercenary_service_verify_accept_on_consequence ()
 
bool conversation_lord_mercenary_elaborate_castle_answer_faction_owner_to_women_on_condition ()
 
bool conversation_lord_mercenary_elaborate_castle_answer_to_women_on_condition ()
 
bool conversation_lord_mercenary_elaborate_castle_answer_faction_owner_on_condition ()
 
bool conversation_lord_mercenary_elaborate_banner_answer_faction_owner_on_condition ()
 
bool conversation_lord_mission_destroy_bandit_lair_start_on_condition ()
 
bool conversation_convince_options_bribe_on_condition ()
 
bool conversation_convince_options_friendship_on_condition ()
 
bool conversation_convince_bribe_verify_on_condition ()
 
void conversation_convince_bribe_player_accept_on_consequence ()
 
bool conversation_convince_friendship_verify_go_on_on_condition ()
 
void conversation_convince_friendship_verify_go_on_on_consequence ()
 
bool conversation_convince_friendship_lord_response_no_on_condition ()
 
bool conversation_convince_friendship_lord_response_angry_on_condition ()
 
void conversation_lord_generic_mission_accept_on_consequence ()
 
void conversation_lord_generic_mission_reject_on_consequence ()
 
bool conversation_lord_tell_mission_no_quest_on_condition ()
 
void conversation_player_threats_lord_verify_on_consequence ()
 
bool conversation_player_threats_lord_verify_on_condition ()
 
void conversation_lord_attack_verify_cancel_on_consequence ()
 
bool conversation_lord_tell_objective_reconsider_on_condition ()
 
bool conversation_lord_tell_objective_besiege_on_condition ()
 
bool conversation_lord_tell_objective_defence_village_on_condition ()
 
bool conversation_lord_tell_objective_defence_town_on_condition ()
 
bool conversation_lord_tell_objective_patrolling_on_condition ()
 
bool conversation_lord_tell_objective_waiting_for_siege_on_condition ()
 
bool conversation_lord_tell_objective_waiting_for_defence_on_condition ()
 
bool conversation_lord_tell_objective_raiding_on_condition ()
 
bool conversation_lord_tell_objective_waiting_for_raid_on_condition ()
 
bool conversation_lord_tell_objective_gathering_on_condition ()
 
void conversation_lord_tell_gathering_player_joined_on_consequence ()
 
bool conversation_lord_ask_pardon_answer_bad_relation_on_condition ()
 
bool conversation_lord_ask_pardon_answer_low_right_to_rule_on_condition ()
 
bool conversation_lord_ask_pardon_answer_no_advantage_on_condition ()
 
bool conversation_lord_ask_pardon_answer_not_accepted_on_condition ()
 
bool conversation_lord_ask_pardon_answer_accepted_on_condition ()
 
bool conversation_lord_answers_the_location_on_condition ()
 
bool conversation_lord_give_oath_1_player_answer_1_on_condition ()
 
bool conversation_set_oath_phrases_on_condition ()
 
bool conversation_vassalage_offer_player_is_already_vassal_on_condition ()
 
bool conversation_vassalage_offer_player_has_low_relation_on_condition ()
 
bool conversation_mercenary_service_offer_rejected_on_condition ()
 
bool conversation_mercenary_service_offer_accepted_on_condition ()
 
bool conversation_vassalage_offer_accepted_on_condition ()
 
bool conversation_liege_states_obligations_to_vassal_on_condition ()
 
void conversation_player_is_accepted_as_a_vassal_on_consequence ()
 
void conversation_player_leave_faction_accepted_on_consequence ()
 
void conversation_player_leave_faction_accepted_on_leave ()
 
bool conversation_lord_talk_ask_location_2_on_condition ()
 
void conversation_lord_talk_ask_location_2_on_consequence ()
 
- Public Member Functions inherited from TaleWorlds.CampaignSystem.CampaignBehaviorBase
 CampaignBehaviorBase (string stringId)
 
 CampaignBehaviorBase ()
 
abstract void RegisterEvents ()
 
abstract void SyncData (IDataStore dataStore)
 
void RegisterEvents ()
 

Static Public Member Functions

static void conversation_player_marriage_list_options_on_consequence ()
 
static bool player_ask_to_join_players_party_on_condition ()
 
static void player_ask_to_join_players_party_on_consequence ()
 
static bool conversation_player_ask_to_claim_land_answer_on_condition ()
 
static void conversation_talk_lord_defeat_to_lord_release_on_consequence ()
 
- Static Public Member Functions inherited from TaleWorlds.CampaignSystem.CampaignBehaviorBase
static T GetCampaignBehavior< T > ()
 

Protected Member Functions

void AddDialogs (CampaignGameStarter starter)
 

Additional Inherited Members

- Public Attributes inherited from TaleWorlds.CampaignSystem.CampaignBehaviorBase
readonly string StringId
 

Member Function Documentation

◆ GetConversationHeroPoliticalPhilosophy()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.GetConversationHeroPoliticalPhilosophy ( out TextObject  philosophyString)

◆ GetConversationHeroPoliticalPhilosophy_2()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.GetConversationHeroPoliticalPhilosophy_2 ( out TextObject  philosophyString_2)

◆ GetConversationHeroPoliticalPhilosophy_3()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.GetConversationHeroPoliticalPhilosophy_3 ( out TextObject  philosophyString_3)

◆ GetLiegeTitle()

TextObject SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.GetLiegeTitle ( )

◆ UsesLordConversations()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.UsesLordConversations ( Hero  hero)

◆ RegisterEvents()

override void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.RegisterEvents ( )
virtual

◆ SyncData()

override void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.SyncData ( IDataStore  dataStore)
virtual

◆ AddDialogs()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.AddDialogs ( CampaignGameStarter  starter)
protected

◆ conversation_player_marriage_list_options_on_consequence()

static void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_marriage_list_options_on_consequence ( )
static

◆ conversation_player_marriage_select_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_marriage_select_on_condition ( )

◆ conversation_player_marriage_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_marriage_on_consequence ( )

◆ conversation_player_marriage_on_refusal_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_marriage_on_refusal_consequence ( )

◆ conversation_player_children_marriage_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_children_marriage_on_condition ( )

◆ conversation_player_children_marriage_list_options_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_children_marriage_list_options_on_consequence ( )

◆ conversation_player_children_marriage_select_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_children_marriage_select_on_condition ( )

◆ conversation_player_children_marriage_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_children_marriage_on_consequence ( )

◆ conversation_player_children_marriage_on_refusal_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_children_marriage_on_refusal_consequence ( )

◆ conversation_wanderer_generic_introduction_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_wanderer_generic_introduction_on_condition ( )

◆ conversation_lord_answers_war_question_about_faction_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_answers_war_question_about_faction_on_condition ( )

◆ conversation_lord_answers_the_war_question_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_answers_the_war_question_on_consequence ( )

◆ conversation_lord_talk_ask_about_war_2_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_talk_ask_about_war_2_on_condition ( )

◆ conversation_lord_talk_ask_about_war_2_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_talk_ask_about_war_2_on_consequence ( )

◆ conversation_lord_active_mission_response_cont_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_active_mission_response_cont_on_condition ( )

◆ conversation_mission_in_progress_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_mission_in_progress_on_condition ( )

◆ conversation_lord_active_mission_response_failed_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_active_mission_response_failed_on_condition ( )

◆ conversation_lord_active_mission_response_failed_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_active_mission_response_failed_on_consequence ( )

◆ conversation_lord_is_threated_neutral_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_is_threated_neutral_on_condition ( )

◆ conversation_player_can_attack_hero_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_can_attack_hero_on_condition ( )

◆ barter_peace_offer_reject_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.barter_peace_offer_reject_on_condition ( )

◆ barter_offer_reject_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.barter_offer_reject_on_condition ( )

◆ barter_offer_accept_peace_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.barter_offer_accept_peace_on_condition ( )

◆ barter_offer_accept_let_go_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.barter_offer_accept_let_go_on_condition ( )

◆ barter_offer_accept_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.barter_offer_accept_on_condition ( )

◆ conversation_player_is_leaving_faction_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_is_leaving_faction_on_condition ( )

◆ conversation_player_is_offering_mercenary_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_is_offering_mercenary_on_condition ( )

◆ conversation_player_is_offering_mercenary_on_clickable_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_is_offering_mercenary_on_clickable_condition ( out TextObject  hintText)

◆ conversation_player_is_offering_vassalage_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_is_offering_vassalage_on_condition ( )

◆ conversation_player_is_offering_vassalage_on_clickable_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_is_offering_vassalage_on_clickable_condition ( out TextObject  hintText)

◆ conversation_player_is_offering_vassalage_while_at_mercenary_service_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_is_offering_vassalage_while_at_mercenary_service_on_condition ( )

◆ conversation_player_is_asking_service_while_in_faction_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_is_asking_service_while_in_faction_on_condition ( )

◆ conversation_player_is_offering_vassalage_to_lord_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_is_offering_vassalage_to_lord_on_condition ( )

◆ lord_ask_enter_service_vassalage_talking_with_king_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.lord_ask_enter_service_vassalage_talking_with_king_on_condition ( )

◆ conversation_lord_ask_recruit_mercenary_response_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_ask_recruit_mercenary_response_on_condition ( )

◆ conversation_player_want_to_fire_mercenary_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_want_to_fire_mercenary_on_condition ( )

◆ conversation_player_want_to_hire_mercenary_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_want_to_hire_mercenary_on_condition ( )

◆ conversation_player_want_to_fire_mercenary_there_is_debt_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_want_to_fire_mercenary_there_is_debt_on_condition ( )

◆ conversation_player_want_to_fire_mercenary_no_debt_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_want_to_fire_mercenary_no_debt_on_condition ( )

◆ conversation_player_want_to_fire_mercenary_with_paying_debt_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_want_to_fire_mercenary_with_paying_debt_on_condition ( )

◆ conversation_mercenary_response_on_condition_reject()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_mercenary_response_on_condition_reject ( )

◆ conversation_mercenary_response_on_condition_reject_because_of_financial_reasons()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_mercenary_response_on_condition_reject_because_of_financial_reasons ( )

◆ conversation_mercenary_response_not_leader_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_mercenary_response_not_leader_on_condition ( )

◆ conversation_mercenary_response_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_mercenary_response_on_condition ( )

◆ conversation_player_want_to_join_faction_as_mercenary_or_vassal_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_want_to_join_faction_as_mercenary_or_vassal_on_condition ( )

◆ conversation_player_want_to_end_service_as_mercenary_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_want_to_end_service_as_mercenary_on_condition ( )

◆ conversation_player_want_to_end_service_as_mercenary_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_want_to_end_service_as_mercenary_on_consequence ( )

◆ conversation_player_ask_to_claim_land_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_ask_to_claim_land_on_condition ( )

◆ player_ask_to_join_players_party_on_condition()

static bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.player_ask_to_join_players_party_on_condition ( )
static

◆ player_ask_to_join_players_party_on_consequence()

static void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.player_ask_to_join_players_party_on_consequence ( )
static

◆ conversation_player_ask_to_claim_land_answer_on_condition()

static bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_ask_to_claim_land_answer_on_condition ( )
static

◆ conversation_player_ask_to_claim_land_answer_ok_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_ask_to_claim_land_answer_ok_on_condition ( )

◆ conversation_player_ask_to_claim_land_answer_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_ask_to_claim_land_answer_on_consequence ( )

◆ conversation_mercenary_player_accepts_lord_answer_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_mercenary_player_accepts_lord_answer_on_consequence ( )

◆ conversation_player_makes_faction_order()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_makes_faction_order ( )

◆ conversation_player_wants_to_do_operation_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_wants_to_do_operation_on_condition ( )

◆ conversation_set_player_salutation()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_set_player_salutation ( )

◆ conversation_player_plans_never_mind_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_plans_never_mind_on_condition ( )

◆ conversation_player_ask_lords_to_follow_him_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_ask_lords_to_follow_him_on_condition ( )

◆ conversation_player_ask_lords_to_follow_him_already_at_army_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_ask_lords_to_follow_him_already_at_army_on_condition ( )

◆ conversation_player_ask_lords_to_create_army_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_ask_lords_to_create_army_on_condition ( )

◆ conversation_player_ask_lords_to_follow_him_already_at_army_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_ask_lords_to_follow_him_already_at_army_on_consequence ( )

◆ conversation_how_many_days_to_escort_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_how_many_days_to_escort_condition ( )

◆ conversation_how_many_days_to_escort_on_consqeuence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_how_many_days_to_escort_on_consqeuence ( )

◆ conversation_player_ask_lords_to_follow_him_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_ask_lords_to_follow_him_on_consequence ( )

◆ conversation_player_want_to_leave_faction_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_want_to_leave_faction_on_condition ( )

◆ conversation_player_has_question_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_has_question_on_condition ( )

◆ conversation_player_is_trying_to_recruit_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_is_trying_to_recruit_on_condition ( )

◆ conversation_hero_main_options_quests()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_hero_main_options_quests ( )

◆ conversation_hero_main_options_discussions()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_hero_main_options_discussions ( )

◆ conversation_lord_talk_politics_during_siege_parley_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_talk_politics_during_siege_parley_on_condition ( )

◆ conversation_player_is_asking_pardon_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_is_asking_pardon_on_condition ( )

◆ conversation_player_is_asking_peace_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_is_asking_peace_on_condition ( )

◆ conversation_player_is_leaving_neutral_or_friendly_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_is_leaving_neutral_or_friendly_on_condition ( )

◆ conversation_player_is_leaving_enemy_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_is_leaving_enemy_on_condition ( )

◆ conversation_player_is_leaving_enemy_prisoner_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_is_leaving_enemy_prisoner_on_condition ( )

◆ conversation_cheat_other_lords_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_cheat_other_lords_on_condition ( )

◆ conversation_player_dont_attack_we_surrender_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_dont_attack_we_surrender_on_condition ( )

◆ conversation_cheat_faction_enmities_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_cheat_faction_enmities_on_condition ( )

◆ GetReasonForEnmity()

TextObject SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.GetReasonForEnmity ( Hero  lord1,
Hero  lord2,
Hero  talkTroop 
)

◆ conversation_cheat_reputation_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_cheat_reputation_on_condition ( )

◆ conversation_lord_leave_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_leave_on_condition ( )

◆ conversation_lord_leave_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_leave_on_consequence ( )

◆ conversation_capture_defeated_lord_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_capture_defeated_lord_on_condition ( )

◆ conversation_liberate_known_hero_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_liberate_known_hero_on_condition ( )

◆ conversation_liberate_unmet_hero_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_liberate_unmet_hero_on_condition ( )

◆ conversation_reprisoner_hero_decision_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_reprisoner_hero_decision_on_condition ( )

◆ conversation_player_liberates_prisoner_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_liberates_prisoner_on_consequence ( )

◆ conversation_player_fails_to_release_prisoner_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_fails_to_release_prisoner_on_consequence ( )

◆ conversation_ally_thanks_meet_after_helping_in_battle_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_ally_thanks_meet_after_helping_in_battle_on_condition ( )

◆ conversation_ally_thanks_after_helping_in_battle_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_ally_thanks_after_helping_in_battle_on_condition ( )

◆ conversation_talk_lord_defeat_to_lord_capture_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_talk_lord_defeat_to_lord_capture_on_consequence ( )

◆ conversation_talk_lord_defeat_to_lord_capture_and_kill_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_talk_lord_defeat_to_lord_capture_and_kill_on_consequence ( )

◆ conversation_talk_lord_release_noncombatant_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_talk_lord_release_noncombatant_on_condition ( )

◆ conversation_talk_lord_release_combatant_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_talk_lord_release_combatant_on_condition ( )

◆ conversation_player_ask_ruling_philosophy_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_ask_ruling_philosophy_on_condition ( )

◆ conversation_player_has_long_ruling_philosophy_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_has_long_ruling_philosophy_on_condition ( )

◆ conversation_talk_lord_defeat_to_lord_release_on_consequence()

static void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_talk_lord_defeat_to_lord_release_on_consequence ( )
static

◆ conversation_talk_lord_freed_to_lord_capture_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_talk_lord_freed_to_lord_capture_on_consequence ( )

◆ conversation_talk_lord_freed_to_lord_release_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_talk_lord_freed_to_lord_release_on_consequence ( )

◆ conversation_lord_request_mission_ask_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_request_mission_ask_on_condition ( )

◆ conversation_lord_mercenary_service_verify_accept_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_mercenary_service_verify_accept_on_consequence ( )

◆ conversation_lord_mercenary_elaborate_castle_answer_faction_owner_to_women_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_mercenary_elaborate_castle_answer_faction_owner_to_women_on_condition ( )

◆ conversation_lord_mercenary_elaborate_castle_answer_to_women_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_mercenary_elaborate_castle_answer_to_women_on_condition ( )

◆ conversation_lord_mercenary_elaborate_castle_answer_faction_owner_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_mercenary_elaborate_castle_answer_faction_owner_on_condition ( )

◆ conversation_lord_mercenary_elaborate_banner_answer_faction_owner_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_mercenary_elaborate_banner_answer_faction_owner_on_condition ( )

◆ conversation_lord_mission_destroy_bandit_lair_start_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_mission_destroy_bandit_lair_start_on_condition ( )

◆ conversation_convince_options_bribe_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_convince_options_bribe_on_condition ( )

◆ conversation_convince_options_friendship_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_convince_options_friendship_on_condition ( )

◆ conversation_convince_bribe_verify_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_convince_bribe_verify_on_condition ( )

◆ conversation_convince_bribe_player_accept_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_convince_bribe_player_accept_on_consequence ( )

◆ conversation_convince_friendship_verify_go_on_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_convince_friendship_verify_go_on_on_condition ( )

◆ conversation_convince_friendship_verify_go_on_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_convince_friendship_verify_go_on_on_consequence ( )

◆ conversation_convince_friendship_lord_response_no_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_convince_friendship_lord_response_no_on_condition ( )

◆ conversation_convince_friendship_lord_response_angry_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_convince_friendship_lord_response_angry_on_condition ( )

◆ conversation_lord_generic_mission_accept_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_generic_mission_accept_on_consequence ( )

◆ conversation_lord_generic_mission_reject_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_generic_mission_reject_on_consequence ( )

◆ conversation_lord_tell_mission_no_quest_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_tell_mission_no_quest_on_condition ( )

◆ conversation_player_threats_lord_verify_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_threats_lord_verify_on_consequence ( )

◆ conversation_player_threats_lord_verify_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_threats_lord_verify_on_condition ( )

◆ conversation_lord_attack_verify_cancel_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_attack_verify_cancel_on_consequence ( )

◆ conversation_lord_tell_objective_reconsider_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_tell_objective_reconsider_on_condition ( )

◆ conversation_lord_tell_objective_besiege_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_tell_objective_besiege_on_condition ( )

◆ conversation_lord_tell_objective_defence_village_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_tell_objective_defence_village_on_condition ( )

◆ conversation_lord_tell_objective_defence_town_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_tell_objective_defence_town_on_condition ( )

◆ conversation_lord_tell_objective_patrolling_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_tell_objective_patrolling_on_condition ( )

◆ conversation_lord_tell_objective_waiting_for_siege_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_tell_objective_waiting_for_siege_on_condition ( )

◆ conversation_lord_tell_objective_waiting_for_defence_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_tell_objective_waiting_for_defence_on_condition ( )

◆ conversation_lord_tell_objective_raiding_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_tell_objective_raiding_on_condition ( )

◆ conversation_lord_tell_objective_waiting_for_raid_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_tell_objective_waiting_for_raid_on_condition ( )

◆ conversation_lord_tell_objective_gathering_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_tell_objective_gathering_on_condition ( )

◆ conversation_lord_tell_gathering_player_joined_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_tell_gathering_player_joined_on_consequence ( )

◆ conversation_lord_ask_pardon_answer_bad_relation_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_ask_pardon_answer_bad_relation_on_condition ( )

◆ conversation_lord_ask_pardon_answer_low_right_to_rule_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_ask_pardon_answer_low_right_to_rule_on_condition ( )

◆ conversation_lord_ask_pardon_answer_no_advantage_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_ask_pardon_answer_no_advantage_on_condition ( )

◆ conversation_lord_ask_pardon_answer_not_accepted_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_ask_pardon_answer_not_accepted_on_condition ( )

◆ conversation_lord_ask_pardon_answer_accepted_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_ask_pardon_answer_accepted_on_condition ( )

◆ conversation_lord_answers_the_location_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_answers_the_location_on_condition ( )

◆ conversation_lord_give_oath_1_player_answer_1_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_give_oath_1_player_answer_1_on_condition ( )

◆ conversation_set_oath_phrases_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_set_oath_phrases_on_condition ( )

◆ conversation_vassalage_offer_player_is_already_vassal_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_vassalage_offer_player_is_already_vassal_on_condition ( )

◆ conversation_vassalage_offer_player_has_low_relation_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_vassalage_offer_player_has_low_relation_on_condition ( )

◆ conversation_mercenary_service_offer_rejected_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_mercenary_service_offer_rejected_on_condition ( )

◆ conversation_mercenary_service_offer_accepted_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_mercenary_service_offer_accepted_on_condition ( )

◆ conversation_vassalage_offer_accepted_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_vassalage_offer_accepted_on_condition ( )

◆ conversation_liege_states_obligations_to_vassal_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_liege_states_obligations_to_vassal_on_condition ( )

◆ conversation_player_is_accepted_as_a_vassal_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_is_accepted_as_a_vassal_on_consequence ( )

◆ conversation_player_leave_faction_accepted_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_leave_faction_accepted_on_consequence ( )

◆ conversation_player_leave_faction_accepted_on_leave()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_player_leave_faction_accepted_on_leave ( )

◆ conversation_lord_talk_ask_location_2_on_condition()

bool SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_talk_ask_location_2_on_condition ( )

◆ conversation_lord_talk_ask_location_2_on_consequence()

void SandBox.CampaignBehaviors.LordConversationsCampaignBehavior.conversation_lord_talk_ask_location_2_on_consequence ( )