M&B: Bannerlord 1.1.0
The horns sound, the ravens gather.
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TaleWorlds.CampaignSystem.CraftingSystem.CraftingOrder Class Reference

Public Member Functions

 CraftingOrder (Hero orderOwner, float orderDifficulty, WeaponDesign weaponDesignTemplate, CraftingTemplate template, int difficultyLevel=-1)
 
void InitializeCraftingOrderOnLoad ()
 
WeaponComponentData GetStatWeapon ()
 
bool IsOrderAvailableForHero (Hero hero)
 
bool CanHeroCompleteOrder (Hero hero, ItemObject craftDesignItem)
 
float GetOrderExperience (ItemObject craftedItem)
 
void CheckForBonusesAndPenalties (ItemObject craftedItem, out float craftedStatsSum, out float requiredStatsSum, out bool thrustDamageCheck, out bool swingDamageCheck)
 
List< CraftingStatDataGetStatDataForItem (ItemObject itemObject, out WeaponComponentData weapon)
 

Public Attributes

readonly int BaseGoldReward
 
readonly float OrderDifficulty
 
ItemObject PreCraftedWeaponDesignItem
 
Hero OrderOwner
 
readonly int DifficultyLevel
 

Properties

bool IsLordOrder [get]
 

Constructor & Destructor Documentation

◆ CraftingOrder()

TaleWorlds.CampaignSystem.CraftingSystem.CraftingOrder.CraftingOrder ( Hero  orderOwner,
float  orderDifficulty,
WeaponDesign  weaponDesignTemplate,
CraftingTemplate  template,
int  difficultyLevel = -1 
)

Member Function Documentation

◆ InitializeCraftingOrderOnLoad()

void TaleWorlds.CampaignSystem.CraftingSystem.CraftingOrder.InitializeCraftingOrderOnLoad ( )

◆ GetStatWeapon()

WeaponComponentData TaleWorlds.CampaignSystem.CraftingSystem.CraftingOrder.GetStatWeapon ( )

◆ IsOrderAvailableForHero()

bool TaleWorlds.CampaignSystem.CraftingSystem.CraftingOrder.IsOrderAvailableForHero ( Hero  hero)

◆ CanHeroCompleteOrder()

bool TaleWorlds.CampaignSystem.CraftingSystem.CraftingOrder.CanHeroCompleteOrder ( Hero  hero,
ItemObject  craftDesignItem 
)

◆ GetOrderExperience()

float TaleWorlds.CampaignSystem.CraftingSystem.CraftingOrder.GetOrderExperience ( ItemObject  craftedItem)

◆ CheckForBonusesAndPenalties()

void TaleWorlds.CampaignSystem.CraftingSystem.CraftingOrder.CheckForBonusesAndPenalties ( ItemObject  craftedItem,
out float  craftedStatsSum,
out float  requiredStatsSum,
out bool  thrustDamageCheck,
out bool  swingDamageCheck 
)

◆ GetStatDataForItem()

List< CraftingStatData > TaleWorlds.CampaignSystem.CraftingSystem.CraftingOrder.GetStatDataForItem ( ItemObject  itemObject,
out WeaponComponentData  weapon 
)

Member Data Documentation

◆ BaseGoldReward

readonly int TaleWorlds.CampaignSystem.CraftingSystem.CraftingOrder.BaseGoldReward

◆ OrderDifficulty

readonly float TaleWorlds.CampaignSystem.CraftingSystem.CraftingOrder.OrderDifficulty

◆ PreCraftedWeaponDesignItem

ItemObject TaleWorlds.CampaignSystem.CraftingSystem.CraftingOrder.PreCraftedWeaponDesignItem

◆ OrderOwner

Hero TaleWorlds.CampaignSystem.CraftingSystem.CraftingOrder.OrderOwner

◆ DifficultyLevel

readonly int TaleWorlds.CampaignSystem.CraftingSystem.CraftingOrder.DifficultyLevel

Property Documentation

◆ IsLordOrder

bool TaleWorlds.CampaignSystem.CraftingSystem.CraftingOrder.IsLordOrder
get