M&B: Bannerlord 1.1.0
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TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager Class Reference

Inherits TaleWorlds.CampaignSystem.CharacterDevelopment.ISkillLevelingManager.

Public Member Functions

void OnCombatHit (CharacterObject affectorCharacter, CharacterObject affectedCharacter, CharacterObject captain, Hero commander, float speedBonusFromMovement, float shotDifficulty, WeaponComponentData affectorWeapon, float hitPointRatio, CombatXpModel.MissionTypeEnum missionType, bool isAffectorMounted, bool isTeamKill, bool isAffectorUnderCommand, float damageAmount, bool isFatal, bool isSiegeEngineHit, bool isHorseCharge)
 
void OnSiegeEngineDestroyed (MobileParty party, SiegeEngineType destroyedSiegeEngine)
 
void OnSimulationCombatKill (CharacterObject affectorCharacter, CharacterObject affectedCharacter, PartyBase affectorParty, PartyBase commanderParty)
 
void OnTradeProfitMade (PartyBase party, int tradeProfit)
 
void OnTradeProfitMade (Hero hero, int tradeProfit)
 
void OnSettlementProjectFinished (Settlement settlement)
 
void OnSettlementGoverned (Hero governor, Settlement settlement)
 
void OnInfluenceSpent (Hero hero, float amountSpent)
 
void OnGainRelation (Hero hero, Hero gainedRelationWith, float relationChange, ChangeRelationAction.ChangeRelationDetail detail=ChangeRelationAction.ChangeRelationDetail.Default)
 
void OnTroopRecruited (Hero hero, int amount, int tier)
 
void OnBribeGiven (int amount)
 
void OnBanditsRecruited (MobileParty mobileParty, CharacterObject bandit, int count)
 
void OnMainHeroReleasedFromCaptivity (float captivityTime)
 
void OnMainHeroTortured ()
 
void OnMainHeroDisguised (bool isNotCaught)
 
void OnRaid (MobileParty attackerParty, ItemRoster lootedItems)
 
void OnLoot (MobileParty attackerParty, MobileParty forcedParty, ItemRoster lootedItems, bool attacked)
 
void OnPrisonerSell (MobileParty mobileParty, float count)
 
void OnSurgeryApplied (MobileParty party, bool surgerySuccess, int troopTier)
 
void OnTacticsUsed (MobileParty party, float xp)
 
void OnHideoutSpotted (MobileParty party, PartyBase spottedParty)
 
void OnTrackDetected (Track track)
 
void OnTravelOnFoot (Hero hero, float speed)
 
void OnTravelOnHorse (Hero hero, float speed)
 
void OnHeroHealedWhileWaiting (Hero hero, int healingAmount)
 
void OnRegularTroopHealedWhileWaiting (MobileParty mobileParty, int healedTroopCount, float averageTier)
 
void OnLeadingArmy (MobileParty mobileParty)
 
void OnSieging (MobileParty mobileParty)
 
void OnSiegeEngineBuilt (MobileParty mobileParty, SiegeEngineType siegeEngine)
 
void OnUpgradeTroops (PartyBase party, CharacterObject troop, CharacterObject upgrade, int numberOfTroops)
 
void OnPersuasionSucceeded (Hero targetHero, SkillObject skill, PersuasionDifficulty difficulty, int argumentDifficultyBonusCoefficient)
 
void OnPrisonBreakEnd (Hero prisonerHero, bool isSucceeded)
 
void OnWallBreached (MobileParty party)
 
void OnForceVolunteers (MobileParty attackerParty, PartyBase forcedParty)
 
void OnForceSupplies (MobileParty attackerParty, ItemRoster lootedItems, bool attacked)
 
void OnAIPartiesTravel (Hero hero, bool isCaravanParty, TerrainType currentTerrainType)
 
void OnTraverseTerrain (MobileParty mobileParty, TerrainType currentTerrainType)
 
void OnBattleEnd (PartyBase party, FlattenedTroopRoster flattenedTroopRoster)
 
void OnFoodConsumed (MobileParty mobileParty, bool wasStarving)
 
void OnAlleyCleared (Alley alley)
 
void OnDailyAlleyTick (Alley alley, Hero alleyLeader)
 
void OnBoardGameWonAgainstLord (Hero lord, BoardGameHelper.AIDifficulty difficulty, bool extraXpGain)
 
void OnCombatHit (CharacterObject affectorCharacter, CharacterObject affectedCharacter, CharacterObject captain, Hero commander, float speedBonusFromMovement, float shotDifficulty, WeaponComponentData affectorWeapon, float hitPointRatio, CombatXpModel.MissionTypeEnum missionType, bool isAffectorMounted, bool isTeamKill, bool isAffectorUnderCommand, float damageAmount, bool isFatal, bool isSiegeEngineHit, bool isHorseCharge)
 
void OnSiegeEngineDestroyed (MobileParty party, SiegeEngineType destroyedSiegeEngine)
 
void OnSimulationCombatKill (CharacterObject affectorCharacter, CharacterObject affectedCharacter, PartyBase affectorParty, PartyBase commanderParty)
 
void OnTradeProfitMade (PartyBase party, int tradeProfit)
 
void OnTradeProfitMade (Hero hero, int tradeProfit)
 
void OnSettlementProjectFinished (Settlement settlement)
 
void OnSettlementGoverned (Hero governor, Settlement settlement)
 
void OnInfluenceSpent (Hero hero, float amountSpent)
 
void OnGainRelation (Hero hero, Hero gainedRelationWith, float relationChange, ChangeRelationAction.ChangeRelationDetail detail=ChangeRelationAction.ChangeRelationDetail.Default)
 
void OnTroopRecruited (Hero hero, int amount, int tier)
 
void OnBribeGiven (int amount)
 
void OnBanditsRecruited (MobileParty mobileParty, CharacterObject bandit, int count)
 
void OnMainHeroReleasedFromCaptivity (float captivityTime)
 
void OnMainHeroTortured ()
 
void OnMainHeroDisguised (bool isNotCaught)
 
void OnRaid (MobileParty attackerParty, ItemRoster lootedItems)
 
void OnLoot (MobileParty attackerParty, MobileParty forcedParty, ItemRoster lootedItems, bool attacked)
 
void OnPrisonerSell (MobileParty mobileParty, float count)
 
void OnSurgeryApplied (MobileParty party, bool surgerySuccess, int troopTier)
 
void OnTacticsUsed (MobileParty party, float xp)
 
void OnHideoutSpotted (MobileParty party, PartyBase spottedParty)
 
void OnTrackDetected (Track track)
 
void OnTravelOnFoot (Hero hero, float speed)
 
void OnTravelOnHorse (Hero hero, float speed)
 
void OnHeroHealedWhileWaiting (Hero hero, int healingAmount)
 
void OnRegularTroopHealedWhileWaiting (MobileParty mobileParty, int healedTroopCount, float averageTier)
 
void OnLeadingArmy (MobileParty mobileParty)
 
void OnSieging (MobileParty mobileParty)
 
void OnSiegeEngineBuilt (MobileParty mobileParty, SiegeEngineType siegeEngine)
 
void OnUpgradeTroops (PartyBase party, CharacterObject troop, CharacterObject upgrade, int numberOfTroops)
 
void OnPersuasionSucceeded (Hero targetHero, SkillObject skill, PersuasionDifficulty difficulty, int argumentDifficultyBonusCoefficient)
 
void OnPrisonBreakEnd (Hero prisonerHero, bool isSucceeded)
 
void OnWallBreached (MobileParty party)
 
void OnForceVolunteers (MobileParty attackerParty, PartyBase forcedParty)
 
void OnForceSupplies (MobileParty attackerParty, ItemRoster lootedItems, bool attacked)
 
void OnAIPartiesTravel (Hero hero, bool isCaravanParty, TerrainType currentTerrainType)
 
void OnTraverseTerrain (MobileParty mobileParty, TerrainType currentTerrainType)
 
void OnBattleEnd (PartyBase party, FlattenedTroopRoster flattenedTroopRoster)
 
void OnFoodConsumed (MobileParty mobileParty, bool wasStarving)
 
void OnAlleyCleared (Alley alley)
 
void OnDailyAlleyTick (Alley alley, Hero alleyLeader)
 
void OnBoardGameWonAgainstLord (Hero lord, BoardGameHelper.AIDifficulty difficulty, bool extraXpGain)
 

Member Function Documentation

◆ OnCombatHit()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnCombatHit ( CharacterObject  affectorCharacter,
CharacterObject  affectedCharacter,
CharacterObject  captain,
Hero  commander,
float  speedBonusFromMovement,
float  shotDifficulty,
WeaponComponentData  affectorWeapon,
float  hitPointRatio,
CombatXpModel::MissionTypeEnum  missionType,
bool  isAffectorMounted,
bool  isTeamKill,
bool  isAffectorUnderCommand,
float  damageAmount,
bool  isFatal,
bool  isSiegeEngineHit,
bool  isHorseCharge 
)

◆ OnSiegeEngineDestroyed()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnSiegeEngineDestroyed ( MobileParty  party,
SiegeEngineType  destroyedSiegeEngine 
)

◆ OnSimulationCombatKill()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnSimulationCombatKill ( CharacterObject  affectorCharacter,
CharacterObject  affectedCharacter,
PartyBase  affectorParty,
PartyBase  commanderParty 
)

◆ OnTradeProfitMade() [1/2]

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnTradeProfitMade ( PartyBase  party,
int  tradeProfit 
)

◆ OnTradeProfitMade() [2/2]

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnTradeProfitMade ( Hero  hero,
int  tradeProfit 
)

◆ OnSettlementProjectFinished()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnSettlementProjectFinished ( Settlement  settlement)

◆ OnSettlementGoverned()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnSettlementGoverned ( Hero  governor,
Settlement  settlement 
)

◆ OnInfluenceSpent()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnInfluenceSpent ( Hero  hero,
float  amountSpent 
)

◆ OnGainRelation()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnGainRelation ( Hero  hero,
Hero  gainedRelationWith,
float  relationChange,
ChangeRelationAction::ChangeRelationDetail  detail = ChangeRelationAction::ChangeRelationDetail::Default 
)

◆ OnTroopRecruited()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnTroopRecruited ( Hero  hero,
int  amount,
int  tier 
)

◆ OnBribeGiven()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnBribeGiven ( int  amount)

◆ OnBanditsRecruited()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnBanditsRecruited ( MobileParty  mobileParty,
CharacterObject  bandit,
int  count 
)

◆ OnMainHeroReleasedFromCaptivity()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnMainHeroReleasedFromCaptivity ( float  captivityTime)

◆ OnMainHeroTortured()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnMainHeroTortured ( )

◆ OnMainHeroDisguised()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnMainHeroDisguised ( bool  isNotCaught)

◆ OnRaid()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnRaid ( MobileParty  attackerParty,
ItemRoster  lootedItems 
)

◆ OnLoot()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnLoot ( MobileParty  attackerParty,
MobileParty  forcedParty,
ItemRoster  lootedItems,
bool  attacked 
)

◆ OnPrisonerSell()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnPrisonerSell ( MobileParty  mobileParty,
float  count 
)

◆ OnSurgeryApplied()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnSurgeryApplied ( MobileParty  party,
bool  surgerySuccess,
int  troopTier 
)

◆ OnTacticsUsed()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnTacticsUsed ( MobileParty  party,
float  xp 
)

◆ OnHideoutSpotted()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnHideoutSpotted ( MobileParty  party,
PartyBase  spottedParty 
)

◆ OnTrackDetected()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnTrackDetected ( Track  track)

◆ OnTravelOnFoot()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnTravelOnFoot ( Hero  hero,
float  speed 
)

◆ OnTravelOnHorse()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnTravelOnHorse ( Hero  hero,
float  speed 
)

◆ OnHeroHealedWhileWaiting()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnHeroHealedWhileWaiting ( Hero  hero,
int  healingAmount 
)

◆ OnRegularTroopHealedWhileWaiting()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnRegularTroopHealedWhileWaiting ( MobileParty  mobileParty,
int  healedTroopCount,
float  averageTier 
)

◆ OnLeadingArmy()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnLeadingArmy ( MobileParty  mobileParty)

◆ OnSieging()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnSieging ( MobileParty  mobileParty)

◆ OnSiegeEngineBuilt()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnSiegeEngineBuilt ( MobileParty  mobileParty,
SiegeEngineType  siegeEngine 
)

◆ OnUpgradeTroops()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnUpgradeTroops ( PartyBase  party,
CharacterObject  troop,
CharacterObject  upgrade,
int  numberOfTroops 
)

◆ OnPersuasionSucceeded()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnPersuasionSucceeded ( Hero  targetHero,
SkillObject  skill,
PersuasionDifficulty  difficulty,
int  argumentDifficultyBonusCoefficient 
)

◆ OnPrisonBreakEnd()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnPrisonBreakEnd ( Hero  prisonerHero,
bool  isSucceeded 
)

◆ OnWallBreached()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnWallBreached ( MobileParty  party)

◆ OnForceVolunteers()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnForceVolunteers ( MobileParty  attackerParty,
PartyBase  forcedParty 
)

◆ OnForceSupplies()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnForceSupplies ( MobileParty  attackerParty,
ItemRoster  lootedItems,
bool  attacked 
)

◆ OnAIPartiesTravel()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnAIPartiesTravel ( Hero  hero,
bool  isCaravanParty,
TerrainType  currentTerrainType 
)

◆ OnTraverseTerrain()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnTraverseTerrain ( MobileParty  mobileParty,
TerrainType  currentTerrainType 
)

◆ OnBattleEnd()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnBattleEnd ( PartyBase  party,
FlattenedTroopRoster  flattenedTroopRoster 
)

◆ OnFoodConsumed()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnFoodConsumed ( MobileParty  mobileParty,
bool  wasStarving 
)

◆ OnAlleyCleared()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnAlleyCleared ( Alley  alley)

◆ OnDailyAlleyTick()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnDailyAlleyTick ( Alley  alley,
Hero  alleyLeader 
)

◆ OnBoardGameWonAgainstLord()

void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnBoardGameWonAgainstLord ( Hero  lord,
BoardGameHelper::AIDifficulty  difficulty,
bool  extraXpGain 
)