M&B: Bannerlord 1.2.10
The horns sound, the ravens gather.
Loading...
Searching...
No Matches
TaleWorlds.MountAndBlade Namespace Reference

Namespaces

namespace  AI
 
namespace  ComponentInterfaces
 
namespace  DividableTasks
 
namespace  GameKeyCategory
 
namespace  GauntletUI
 
namespace  MissionRepresentatives
 
namespace  Missions
 
namespace  MissionSpawnHandlers
 
namespace  Network
 
namespace  Objects
 
namespace  Options
 
namespace  Source
 
namespace  View
 
namespace  ViewModelCollection
 

Classes

class  ActionIndexCache
 
struct  ActionIndexValueCache
 
class  Agent
 
class  AgentBuildData
 
struct  AgentCapsuleData
 
class  AgentCommonAILogic
 
class  AgentComponent
 
class  AgentComponentExtensions
 
class  AgentController
 
class  AgentDrivenProperties
 
class  AgentHumanAILogic
 
class  AgentProximityMap
 
struct  AgentSpawnData
 
class  AgentStatCalculateModel
 
class  AgentVictoryLogic
 
class  AgentVisualHolder
 
class  AgentVisualsData
 
class  AnimatedFlag
 
struct  AnimationSystemBoneData
 
struct  AnimationSystemBoneDataBiped
 
struct  AnimationSystemBoneDataQuadruped
 
struct  AnimationSystemData
 
struct  AnimationSystemDataQuadruped
 
class  ArcherPosition
 
class  ArmyManagementHotkeyCategory
 
struct  ArrangementOrder
 
class  ArrowBarrel
 
class  AssignPlayerRoleInTeamMissionController
 
struct  AttackCollisionData
 
class  AttackEntityOrderDetachment
 
struct  AttackInformation
 
class  Ballista
 
class  BallistaAI
 
class  BannerBearerLogic
 Primary logic for the banner bearers feature. This should be added to all missions that support banner bearers. More...
 
class  BannerBuilderState
 
class  BannerlordConfig
 
class  BannerlordFriendListService
 
class  BannerlordMissions
 
class  BannerlordNetwork
 
class  BannerlordTableauManager
 
class  BaseNetworkComponentData
 
struct  BaseSynchedMissionObjectReadableRecord
 
class  BasicBattleAgentOrigin
 
class  BasicGameStarter
 
class  BasicLeaveMissionLogic
 
class  BasicMissionTimer
 
class  BatteringRam
 
class  BatteringRamAI
 
class  BattleEndLogic
 
class  BattleHighlightsController
 
class  BattleMissionStarterLogic
 
class  BattleObserverMissionLogic
 
class  BattlePowerCalculationLogic
 
class  BattleReinforcementsSpawnController
 Enables/disables reinforcements in a mission for both battle sides. More...
 
class  BattleSideDeploymentPlan
 
class  BattleSideSpawnPathSelector
 
class  BattleSpawnPathSelector
 
class  BattleViewModel
 
class  BehaviorAdvance
 
class  BehaviorAssaultWalls
 Attack enemy on or through the walls and gates and push into the castle. More...
 
class  BehaviorCautiousAdvance
 
class  BehaviorCavalryScreen
 Formation screens enemy cavalry trying to move around main infantry. More...
 
class  BehaviorCharge
 
class  BehaviorComponent
 
class  BehaviorDefend
 Formation tries to maintain position and fend off attackers Either a single world position is given to defend or a tactical position object can be given to defend If neither is given formation is expected to defend where they stand. More...
 
class  BehaviorDefendCastleKeyPosition
 defend castle walls and gates More...
 
class  BehaviorDefendKeyPosition
 Formation tries to stay between enemy and the position to defend at the most advantageous position available. More...
 
class  BehaviorDefendSiegeWeapon
 Formation tries to maintain position and defend siege weapon it is expected to defend. More...
 
class  BehaviorDefensiveRing
 Formation tries to maintain position and fend off attackers. More...
 
class  BehaviorDestroySiegeWeapons
 Destroy enemy siege weapons. More...
 
class  BehaviorEliminateEnemyInsideCastle
 eliminate enemy formation inside castle More...
 
class  BehaviorFireFromInfantryCover
 Formation tries to maintain position and fend off attackers. More...
 
class  BehaviorFlank
 Move to a position that will threaten the enemy. More...
 
class  BehaviorGeneral
 Only the commander's special formation is supposed to use this, stays in back of army, tries to stay alive. More...
 
class  BehaviorHoldHighGround
 Find a good defensive position and hold it. More...
 
class  BehaviorHorseArcherSkirmish
 
class  BehaviorMountedSkirmish
 Go in an ellipse around the enemy, always keeping them to your left to shoot from horseback. More...
 
class  BehaviorProtectFlank
 Formation stays to sides of main formation to protect its flank. More...
 
class  BehaviorProtectGeneral
 Only special general's bodyguard formation is supposed to use this, protects general. More...
 
class  BehaviorPullBack
 Run away from most dangerous enemy and strafe towards average ally position if possible. More...
 
class  BehaviorRegroup
 Reassemble and reform. More...
 
class  BehaviorReserve
 Formation order position for other behaviors were unavailable, so formation trails behind rest of army or stays behind. More...
 
class  BehaviorRetakeCastleKeyPosition
 retake a lost defensive lane More...
 
class  BehaviorRetreat
 
class  BehaviorRetreatToCastle
 retreat into castle walls in sally out More...
 
class  BehaviorRetreatToKeep
 retreat to keep during siege More...
 
class  BehaviorSallyOut
 Open gates, sally out of the castle and take out the enemy. More...
 
class  BehaviorScreenedSkirmish
 Ranged formation stays behind main formation for side and shoots at the enemy. More...
 
class  BehaviorSergeantMPInfantry
 Formation engages enemy formations that are not mounted when nearby, otherwise goes to nearest flag position. More...
 
class  BehaviorSergeantMPLastFlagLastStand
 Behavior selected when mission is about to end and we are losing, get to the last flag and fight in melee. More...
 
class  BehaviorSergeantMPMounted
 Formation goes to and captures uncontested flag positions and attacks enemy formations if they are near and vulnerable. More...
 
class  BehaviorSergeantMPMountedRanged
 Formation goes to and captures uncontested flag positions and skirmishes with enemy if they are nearby unless they are archers in which case they charge them. More...
 
class  BehaviorSergeantMPRanged
 Formation covers ally infantry formations if any, otherwise skirmishes and goes to a flag position. More...
 
class  BehaviorShootFromCastleWalls
 archers shoot from castle walls, towers and battlements More...
 
class  BehaviorShootFromSiegeTower
 Ranged units shoot from the siege tower. More...
 
class  BehaviorSkirmish
 Approach most suitable target up to a certain point, but do not go any nearer. More...
 
class  BehaviorSkirmishBehindFormation
 Ranged formation stays behind referenceFormation and shoots at the enemy. More...
 
class  BehaviorSkirmishLine
 Ranged formation stays in front of main formation for side and shoots at the enemy as they approach. More...
 
class  BehaviorSparseSkirmish
 Ranged soldiers move to positions marked in scene for advantageous shooting. More...
 
class  BehaviorStop
 
class  BehaviorTacticalCharge
 
class  BehaviorUseMurderHole
 soldiers use murder hole to throw rocks and shoot at the enemies below More...
 
class  BehaviorUseSiegeMachines
 Use primary siege weapons to open ways over/through the walls. More...
 
class  BehaviorVanguard
 (Cavalry)Formation stays in front of main infantry block More...
 
class  BehaviorWaitForLadders
 Wait at ready to use ladders or to burst through a breach in the wall as heavier siege weapons approach. More...
 
class  Bird
 
struct  Blow
 Never ever use default constructor of this structure, because ownerid needs to be initialized. More...
 
struct  BlowWeaponRecord
 
class  BoardGameHotkeyCategory
 
class  BodyGenerator
 
struct  BoneBodyTypeData
 
class  BotData
 
class  BoundaryWallView
 
class  CameraDisplay
 
class  CaptureTheFlagCapturePoint
 
class  CastleGate
 
class  CastleGateAI
 
class  CasualtyHandler
 
class  ChatBox
 
class  ChatLogHotKeyCategory
 
class  CircularFormation
 
class  CircularSchiltronFormation
 
class  ClanFriendListService
 
class  ClearHandInverseKinematicsOnStopUsageComponent
 
class  ColumnFormation
 Single file formation. More...
 
class  CombatHotKeyCategory
 
struct  CombatLogData
 
class  CombatLogManager
 
class  CombatSoundContainer
 
class  CommonAIComponent
 
class  CommunityClient
 
class  CommunityGameJoinData
 
struct  CompassItemUpdateParams
 
class  CompassMarker
 
class  CompressionBasic
 
class  CompressionInfo
 
class  CompressionMatchmaker
 
class  CompressionMission
 
class  ConsoleCommandMethod
 Applying this attribute to a method in BannerlodNetwork.cs makes that method available as a console command for dedicated server. More...
 
class  ConversationHotKeyCategory
 
class  CoreManaged
 
class  CosmeticsManagerHelper
 
class  CraftingHotkeyCategory
 
class  CustomAgentApplyDamageModel
 
class  CustomBattleAgentLogic
 Mission Behavior responsible for tracking kills, awarding xp and triggering appropriate events for BattleObserver. More...
 
class  CustomBattleAgentOrigin
 
class  CustomBattleAgentStatCalculateModel
 
class  CustomBattleApplyWeatherEffectsModel
 
class  CustomBattleBannerBearersModel
 
class  CustomBattleCombatant
 
class  CustomBattleInitializationModel
 
class  CustomBattleMoraleModel
 
class  CustomBattleSpawnModel
 
class  CustomBattleTroopSupplier
 
class  CustomGameBannedPlayerManager
 
class  CustomGameMutedPlayerManager
 
class  CustomGameUsableMap
 
class  DamageParticleModel
 
class  DebugExtensions
 
class  DebugSiegeBehavior
 
class  DefaultAgentDecideKilledOrUnconsciousModel
 
class  DefaultDamageParticleModel
 
class  DefaultFormationArrangementModel
 
class  DefaultItemPickupModel
 
class  DefaultMissionDifficultyModel
 
class  DefaultStrikeMagnitudeModel
 
class  DefaultTacticalDecisionCodes
 
class  DefencePoint
 
class  DefineGameNetworkMessageTypeForMod
 
class  DefineSynchedMissionObjectTypeForMod
 
struct  DeformKeyData
 
class  DeploymentHandler
 
class  DeploymentMissionController
 
class  DeploymentPlan
 
class  DeploymentPoint
 
class  DestructableComponent
 
class  DestructableMissionObject
 
class  DestructedPrefabInfoMissionObject
 
class  DetachmentData
 
class  DetachmentManager
 
class  DividableTask
 
class  DropExtraWeaponOnStopUsageComponent
 
class  DuelZoneLandmark
 
class  EditorGame
 
class  EditorGameManager
 
class  EditorState
 
class  EquipmentControllerLeaveLogic
 
class  ExitDoor
 
class  FaceGen
 
struct  FaceGenerationParams
 
class  FaceGenHotkeyCategory
 
struct  FacingOrder
 
struct  FactoredNumber
 
class  FFASpawnFrameBehavior
 
class  FireBallista
 
class  FireMangonel
 
struct  FiringOrder
 
class  FlagDominationSpawnFrameBehavior
 
class  FlagDominationSpawningBehavior
 
class  FleePosition
 
class  Formation
 
class  FormationAI
 
struct  FormationDeploymentOrder
 Encodes a key to sort formations with respect to their deployment order within flanks. More...
 
class  FormationDeploymentPlan
 
class  FormationExtensions
 
class  FormationQuerySystem
 
struct  FormationSceneSpawnEntry
 Represents a scene entry object to spawn a formation within scenes with artist prepared spawn positions. More...
 
struct  FormOrder
 
class  GameEntityExtensions
 Game Entity class. More...
 
class  GameKeyMainCategories
 
class  GameKeyTextExtensions
 
class  GameLoadingState
 
class  GameNetwork
 
class  GameStartupInfo
 
class  GeneralsAndCaptainsAssignmentLogic
 Logic that automatically assigns formation captains to non-player controlled AI teams when initial formations are spawned Works together with CreateBodyguardMissionBehavior and BannerBearerLogic if they are available. More...
 
class  GenericCampaignPanelsGameKeyCategory
 
class  GenericGameKeyContext
 
class  GenericPanelGameKeyCategory
 
class  HideoutSpawnPointGroup
 
class  HighlightsController
 
struct  HitParticleResultData
 
class  HumanAIComponent
 
interface  IAgentStateDecider
 
interface  IAgentVisual
 
interface  IAgentVisualCreator
 
interface  IAnalyticsFlagInfo
 
interface  IBattleEndLogic
 
interface  ICastleKeyPosition
 
interface  ICommanderInfo
 
interface  ICommunityClientHandler
 
interface  ICustomReinforcementSpawnTimer
 Interface to provide a custom reinforcement timer to MissionAgentSpawnLogic Custom timer can be preferred if MissionAgentSpawnLogic's default global timer is to be changed by the mission This supports keeping more than one timer for different battle sides. More...
 
interface  IDetachment
 
interface  IEditorMissionTester
 
interface  IEntityFactory
 
interface  IFaceGeneratorHandler
 
interface  IFlagRemoved
 
interface  IFocusable
 
interface  IFormation
 
interface  IFormationArrangement
 
interface  IFormationDeploymentPlan
 
interface  IFormationUnit
 
interface  IGameNetworkHandler
 
interface  IMissionAgentSpawnLogic
 
interface  IMissionBehavior
 
interface  IMissionDeploymentPlan
 
interface  IMissionListener
 
interface  IMissionSystemHandler
 
interface  IMoveableSiegeWeapon
 
interface  IMusicHandler
 
class  IncrementalTimer
 
class  InitialState
 
class  InitialStateOption
 
class  IntermissionVoteItem
 
class  IntermissionVoteItemListExtensions
 
class  InventoryHotKeyCategory
 
interface  IOnSpawnPerkEffect
 
interface  IOrderable
 
interface  IOrderableWithInteractionArea
 
interface  IPathHolder
 
interface  IPointDefendable
 
interface  IPrimarySiegeWeapon
 
interface  IQueryData
 
interface  IReadOnlyPerkObject
 
interface  IRoundComponent
 
interface  IScoreboardData
 
interface  ISynchedMissionObjectReadableRecord
 
interface  ITargetable
 
class  ItemCollectionElementMissionExtensions
 
class  ItemPhysicsSoundContainer
 
interface  IUdpNetworkHandler
 
interface  IUsable
 
interface  IVisible
 
struct  KillingBlow
 
class  LadderQueueManager
 
class  LightCycle
 
class  LineFormation
 
class  LobbyNetworkComponent
 
class  ManagedOptions
 
class  Mangonel
 
class  MangonelAI
 
class  MapAtmosphereProbe
 
class  MapHotKeyCategory
 
class  MapNotificationHotKeyCategory
 
class  Markable
 
struct  MBActionSet
 Structure for accessing action sets. More...
 
class  MBAgentRendererSceneController
 
class  MBAgentVisuals
 
struct  MBAnimation
 
class  MBAPI
 
class  MBBodyProperties
 
class  MBCallback
 
class  MBCommon
 
class  MBDebugManager
 
class  MBEditor
 
class  MBEquipmentMissionExtensions
 
class  MBExtensions
 Extension methods for common usage. More...
 
class  MBGameManager
 
class  MBGlobals
 
class  MBInitialScreenBase
 
class  MBItem
 
class  MBMapScene
 
class  MBMissile
 
class  MBMultiplayerData
 MultiplayerData provides functionality to mod creator about multi player data content. More...
 
class  MBMusicManager
 
struct  MBMusicTrack
 
struct  MBParticleSystem
 
class  MBProfileSelectionScreenBase
 
class  MBSceneUtilities
 
class  MBSkeletonExtensions
 
class  MBSoundEvent
 
struct  MBSoundTrack
 
class  MBSubModuleBase
 
struct  MBTeam
 
class  MBTestRun
 
class  MBUnusedResourceManager
 
class  MBWindowManager
 
class  MessageManager
 
class  MiscSoundContainer
 
class  Mission
 
class  MissionAgentPanicHandler
 This class is used to optimize (by batch updating) panicked/fleeing agents. More...
 
class  MissionAgentSpawnLogic
 
class  MissionBattleSchedulerClientComponent
 
class  MissionBehavior
 
class  MissionBoundaryCrossingHandler
 Checks if the player agent has crossed the mission boundaries, if so after some time retreats the mission. More...
 
class  MissionBoundaryPlacer
 Places the default mission boundary. More...
 
class  MissionCombatantsLogic
 
class  MissionCombatMechanicsHelper
 
class  MissionCommunityClientComponent
 
class  MissionCustomGameClientComponent
 
class  MissionDeploymentPlan
 
class  MissionEquipment
 
class  MissionGameModels
 
class  MissionHardBorderPlacer
 Places the hard border boundary. More...
 
class  MissionInfo
 
class  MissionLobbyComponent
 
class  MissionLobbyEquipmentNetworkComponent
 
class  MissionLogic
 
class  MissionManager
 
class  MissionMethod
 
class  MissionMultiplayerDuel
 
class  MissionMultiplayerFFA
 
class  MissionMultiplayerFFAClient
 
class  MissionMultiplayerFlagDomination
 
class  MissionMultiplayerGameModeBase
 
class  MissionMultiplayerGameModeBaseClient
 
class  MissionMultiplayerGameModeDuelClient
 
class  MissionMultiplayerGameModeFlagDominationClient
 
class  MissionMultiplayerSiege
 
class  MissionMultiplayerSiegeClient
 
class  MissionMultiplayerTeamDeathmatch
 
class  MissionMultiplayerTeamDeathmatchClient
 
class  MissionNetwork
 
class  MissionNetworkComponent
 
class  MissionObject
 
struct  MissionObjectId
 
class  MissionOrderHotkeyCategory
 
class  MissionPeer
 
class  MissionQuestConversationHandler
 
class  MissionRecorder
 
class  MissionReinforcementsHelper
 
class  MissionRepresentativeBase
 
class  MissionScoreboardComponent
 
class  MissionSiegeEnginesLogic
 
struct  MissionSpawnSettings
 
class  MissionState
 
struct  MissionTime
 
class  MissionTimer
 
class  MissionTimeTracker
 
struct  MissionWeapon
 
class  Module
 
class  ModuleExtensions
 
class  ModuleNetworkData
 
class  MonsterExtensions
 
class  MonsterMissionData
 
class  MonsterMissionDataCreator
 
struct  MovementOrder
 
class  MovementPath
 
class  Mover
 
class  MPOnSpawnPerkEffect
 
class  MPOnSpawnPerkEffectBase
 
class  MPPerkCondition
 
class  MPPerkEffect
 
class  MPPerkEffectBase
 
class  MPPerkObject
 
class  MPPerksAgentComponent
 
class  MPPerkSelectionManager
 
class  MPRandomOnSpawnPerkEffect
 
class  MultiplayerAgentApplyDamageModel
 
class  MultiplayerAgentStatCalculateModel
 
class  MultiplayerBattleBannerBearersModel
 
class  MultiplayerBattleInitializationModel
 
class  MultiplayerBattleMoraleModel
 
class  MultiplayerBattleSpawnModel
 
class  MultiplayerClassDivisions
 
class  MultiplayerGameMode
 
class  MultiplayerGameNotificationsComponent
 
class  MultiplayerGameTypeInfo
 
class  MultiplayerGameTypes
 
class  MultiplayerHotkeyCategory
 
class  MultiplayerIntermissionVotingManager
 
class  MultiplayerMissionAgentVisualSpawnComponent
 
class  MultiplayerOptions
 
class  MultiplayerOptionsExtensions
 
class  MultiplayerOptionsProperty
 Applying this attribute to a property in MultiplayerOptions.cs does the following things: More...
 
class  MultiplayerPollComponent
 
class  MultiplayerRoundComponent
 
class  MultiplayerRoundController
 
class  MultiplayerSceneValidator
 
class  MultiplayerTeamSelectComponent
 
class  MultiplayerTimerComponent
 
class  MultiplayerWarmupComponent
 
class  MusicParameters
 
struct  NavigationData
 
class  NetworkCommunication
 
class  NetworkCommunicator
 
class  NetworkMain
 
class  NotificationProperty
 Applying this attribute to a method in BannerlodNetwork.cs makes that method available as a console command for dedicated server. More...
 
class  OrderComponent
 
class  OrderController
 
class  OrderOfBattleFormationExtensions
 
class  PartyHotKeyCategory
 
class  PathLastNodeFixer
 
class  PathTracker
 
class  PeerExtensions
 
class  PeerVisualsHolder
 
class  PlayerConnectionInfo
 
class  PollHotkeyCategory
 
class  ProfileSelectionState
 
class  QueryData
 
class  QueryLibrary
 
class  RandomParticleSpawner
 
class  RandomTimer
 RandomTimer class inherits Timer class and adds alarming at random times between minimum and maximum time limits. More...
 
class  RangedSiegeWeapon
 Base class for ranged siege weapons that can shoot. More...
 
class  RangedSiegeWeaponAi
 
class  RecentPlayersFriendListService
 
class  RecordMissionLogic
 
class  RectilinearSchiltronFormation
 
class  ReplayMissionLogic
 
class  ResetAnimationOnStopUsageComponent
 
class  RestrictedAccess
 
struct  RidingOrder
 
class  RoadPoint
 
class  RoadStart
 
class  RoundStateExtensions
 
class  SallyOutEndLogic
 
class  SallyOutMissionController
 
class  SallyOutMissionNotificationsHandler
 
class  SallyOutReinforcementSpawnTimer
 
class  ScenePropDecal
 
class  ScenePropNegativeLight
 
class  ScenePropPositiveLight
 
class  ScoreboardHotKeyCategory
 
class  SiegeDeploymentMissionController
 
class  SiegeLadder
 
class  SiegeLadderAI
 
class  SiegeLane
 
class  SiegeMissionPreparationHandler
 
class  SiegeQuerySystem
 
class  SiegeSpawnFrameBehavior
 
class  SiegeSpawningBehavior
 
class  SiegeTower
 
class  SiegeTowerAI
 
class  SiegeWeapon
 
class  SiegeWeaponController
 
class  SiegeWeaponMovementComponent
 
class  SkeinFormation
 Vee formation. More...
 
struct  SkinGenerationParams
 
class  SkinVoiceManager
 
class  SoundPlayer
 
class  SpawnComponent
 
class  SpawnedItemEntity
 
class  SpawnerEntityEditorHelper
 
class  SpawnerEntityMissionHelper
 
class  SpawnFrameBehaviorBase
 
class  SpawningBehaviorBase
 
struct  SpawnPathData
 
class  SquareFormation
 
class  StandingPoint
 
class  StandingPointForRangedArea
 
class  StandingPointWithAgentLimit
 
class  StandingPointWithTeamLimit
 
class  StandingPointWithVolumeBox
 
class  StandingPointWithWeaponRequirement
 
class  StonePile
 
class  StonePileAI
 
class  StrategicArea
 
class  SynchedMissionObject
 
struct  TacticalDecision
 Keeps decision data for critical tactical decisions that a reported through the TeamAI. This can be used to notify the player about critical tactical decisions of the friendly AI. In future this can also be used to coordinate decisions of ally teams. More...
 
class  TacticalPosition
 
class  TacticalRegion
 
class  TacticBreachWalls
 
class  TacticCharge
 No tactic, just charge. More...
 
class  TacticComponent
 Small scale tasks or procedures to carry out the larger strategy (which is team ai) More...
 
class  TacticCoordinatedRetreat
 
class  TacticDefendCastle
 
class  TacticDefensiveEngagement
 Find a position with good slope against the approaching enemy and hold that position. More...
 
class  TacticDefensiveLine
 Find a tactical position that yields a favorable ground to fight the enemy then defend that position in a line. More...
 
class  TacticDefensiveRing
 Determine a favorable spot to defend, form a defensive ring with the infantry around the ranged and defend. More...
 
class  TacticFrontalCavalryCharge
 Army moves together until the enemy is in cavalry charge range Then single powerful cavalry formation charges directly at the enemy after which the rest of the army engages disorganized enemy. More...
 
class  TacticFullScaleAttack
 Army approaches the enemy around a strong infantry formation then engages in mêlée. More...
 
class  TacticHoldChokePoint
 If there is a position that can offset enemy numerical superiority, hold that position. More...
 
class  TacticPerimeterDefense
 
class  TacticRangedHarrassmentOffensive
 Army approaches the enemy until the enemy is in range of our strong ranged formation. More...
 
class  TacticSallyOutDefense
 
class  TacticSallyOutHitAndRun
 
class  TacticSergeantMPBotTactic
 Dummy tactic. More...
 
class  TacticStop
 Stops the team's current action and make the team wait idle until a new tactic is applied. More...
 
class  Team
 
class  TeamAIComponent
 The strategy (larger, overall plan to win the battle) to be used is decided by team ai. More...
 
class  TeamAIGeneral
 
class  TeamAiMultiplayerSiegeAttacker
 
class  TeamAiMultiplayerSiegeDefender
 
class  TeamAISallyOutAttacker
 
class  TeamAISallyOutDefender
 
class  TeamAISiegeAttacker
 
class  TeamAISiegeComponent
 
class  TeamAISiegeDefender
 
class  TeammateColorsExtensions
 
class  TeamQuerySystem
 
class  TestScript
 
class  Threat
 
class  TrainingIcon
 
class  TrajectoryVisualizer
 
class  TransposedLineFormation
 
class  Trebuchet
 
class  TrebuchetAI
 
class  TrebuchetSpawner
 
class  TroopMissionInfo
 
class  TutorialArea
 
class  UdpNetworkComponent
 
class  UnspecifiedDedicatedServerState
 
class  UsableGameObjectGroup
 
class  UsableMachine
 
class  UsableMachineAIBase
 
class  UsableMissionObject
 
class  UsableMissionObjectComponent
 
class  VertexAnimator
 
class  VictoryComponent
 
class  VideoPlaybackState
 
class  ViewCreatorModule
 
class  ViewMethod
 
class  VoiceChatHandler
 
class  VolumeBox
 
class  WallSegment
 
class  WarmupSpawningBehavior
 
class  WaterPathPoint
 
class  WaveFloater
 
class  WeaponComponentMissionExtensions
 
struct  WeaponData
 
struct  WeaponInfo
 
class  WeaponSpawner
 
struct  WeaponStatsData
 
class  WedgeFormation
 
class  WindMill
 

Typedefs

using PositionIndexType = Vec2i
 
using TacticalDecisionCode = Byte
 

Enumerations

enum  AgentMovementLockedState {
  None = 0 ,
  PositionLocked ,
  FrameLocked
}
 
enum  OrderType {
  None ,
  Move ,
  MoveToLineSegment ,
  MoveToLineSegmentWithHorizontalLayout ,
  Charge ,
  ChargeWithTarget ,
  StandYourGround ,
  FollowMe ,
  FollowEntity ,
  GuardMe ,
  Retreat ,
  AdvanceTenPaces ,
  FallBackTenPaces ,
  Advance ,
  FallBack ,
  LookAtEnemy ,
  LookAtDirection ,
  ArrangementLine ,
  ArrangementCloseOrder ,
  ArrangementLoose ,
  ArrangementCircular ,
  ArrangementSchiltron ,
  ArrangementVee ,
  ArrangementColumn ,
  ArrangementScatter ,
  FormCustom ,
  FormDeep ,
  FormWide ,
  FormWider ,
  CohesionHigh ,
  CohesionMedium ,
  CohesionLow ,
  HoldFire ,
  FireAtWill ,
  RideFree ,
  Mount ,
  Dismount ,
  AIControlOn ,
  AIControlOff ,
  Transfer ,
  Use ,
  AttackEntity ,
  PointDefence ,
  Count
}
 
enum  SiegeWeaponOrderType {
  Stop ,
  Attack ,
  FireAtWalls ,
  FireAtTroops ,
  FireAtRangedSiegeWeapons ,
  FireAtPrimarySiegeWeapons ,
  AIControlOn ,
  AIControlOff
}
 
enum  AITargetVisibilityState {
  NotChecked = 0 ,
  TargetIsNotSeen = 1 ,
  TargetIsClear = 2 ,
  FriendInWay = 3 ,
  CantShootInThatDir = 4
}
 
enum  MeleeCollisionReaction : int {
  Invalid = -1 ,
  SlicedThrough = 0 ,
  ContinueChecking ,
  Stuck ,
  Bounced ,
  Staggered
}
 
enum  CombatHitResultFlags : byte {
  NormalHit = 0x00 ,
  HitWithStartOfTheAnimation = 0x01 ,
  HitWithArm = 0x02 ,
  HitWithBackOfTheWeapon = 0x04
}
 
enum  BodyMeshTypes {
  Invalid = -1 ,
  Head = 0 ,
  Beard ,
  Eyebrow ,
  Hair ,
  Hands ,
  Body ,
  Legs ,
  Gloves ,
  Cap ,
  Chestpiece ,
  Shoulderpiece ,
  Underwear ,
  Footwear ,
  Label ,
  NumberOfBodyMeshes
}
 
enum  AnimFlags : UInt64 {
  amf_priority_continue = 0x0000000000000001 ,
  amf_priority_jump = 0x0000000000000002 ,
  amf_priority_ride = 0x0000000000000002 ,
  amf_priority_crouch = 0x0000000000000002 ,
  amf_priority_attack = 0x000000000000000a ,
  amf_priority_cancel = 0x000000000000000c ,
  amf_priority_defend = 0x000000000000000e ,
  amf_priority_defend_parry = 0x000000000000000f ,
  amf_priority_throw = 0x000000000000000f ,
  amf_priority_blocked = 0x000000000000000f ,
  amf_priority_parried = 0x000000000000000f ,
  amf_priority_kick = 0x0000000000000021 ,
  amf_priority_jump_end = 0x0000000000000021 ,
  amf_priority_reload = 0x000000000000003c ,
  amf_priority_mount = 0x0000000000000040 ,
  amf_priority_equip = 0x0000000000000046 ,
  amf_priority_rear = 0x000000000000004a ,
  amf_priority_upperbody_while_kick = 0x000000000000004b ,
  amf_priority_striked = 0x0000000000000050 ,
  amf_priority_fall_from_horse = 0x0000000000000051 ,
  amf_priority_die = 0x000000000000005f ,
  amf_priority_mask = 0x00000000000000ff ,
  anf_disable_agent_agent_collisions = 0x0000000000000100 ,
  anf_ignore_all_collisions = 0x0000000000000200 ,
  anf_ignore_static_body_collisions = 0x0000000000000400 ,
  anf_use_last_step_point_as_data = 0x0000000000000800 ,
  anf_make_bodyfall_sound = 0x0000000000001000 ,
  anf_client_prediction = 0x0000000000002000 ,
  anf_keep = 0x0000000000004000 ,
  anf_restart = 0x0000000000008000 ,
  anf_client_owner_prediction = 0x0000000000010000 ,
  anf_make_walk_sound = 0x0000000000020000 ,
  anf_disable_hand_ik = 0x0000000000040000 ,
  anf_stick_item_to_left_hand = 0x0000000000080000 ,
  anf_blends_according_to_look_slope = 0x0000000000100000 ,
  anf_synch_with_horse = 0x0000000000200000 ,
  anf_use_left_hand_during_attack = 0x0000000000400000 ,
  anf_lock_camera = 0x0000000000800000 ,
  anf_lock_movement = 0x0000000001000000 ,
  anf_synch_with_movement = 0x0000000002000000 ,
  anf_enable_hand_spring_ik = 0x0000000004000000 ,
  anf_enable_hand_blend_ik = 0x0000000008000000 ,
  anf_synch_with_ladder_movement = 0x0000000010000000 ,
  anf_do_not_keep_track_of_sound = 0x0000000020000000 ,
  anf_reset_camera_height = 0x0000000040000000 ,
  anf_disable_alternative_randomization = 0x0000000080000000 ,
  anf_disable_auto_increment_progress = 0x0000000100000000 ,
  anf_switch_item_between_hands = 0x0000000200000000 ,
  anf_enforce_lowerbody = 0x0000001000000000 ,
  anf_enforce_all = 0x0000002000000000 ,
  anf_cyclic = 0x0000004000000000 ,
  anf_enforce_root_rotation = 0x0000008000000000 ,
  anf_allow_head_movement = 0x0000010000000000 ,
  anf_disable_foot_ik = 0x0000020000000000 ,
  anf_affected_by_movement = 0x0000040000000000 ,
  anf_update_bounding_volume = 0x0000080000000000 ,
  anf_align_with_ground = 0x0000100000000000 ,
  anf_ignore_slope = 0x0000200000000000 ,
  anf_displace_position = 0x0000400000000000 ,
  anf_enable_left_hand_ik = 0x0000800000000000 ,
  anf_ignore_scale_on_root_position = 0x0001000000000000 ,
  anf_blend_main_item_bone_entitially = 0x0002000000000000 ,
  anf_animation_layer_flags_mask = 0x000ffff000000000 ,
  anf_animation_layer_flags_bits = 36 ,
  anf_randomization_weight_1 = 0x1000000000000000 ,
  anf_randomization_weight_2 = 0x2000000000000000 ,
  anf_randomization_weight_4 = 0x4000000000000000 ,
  anf_randomization_weight_8 = 0x8000000000000000 ,
  anf_randomization_weight_mask = 0xf000000000000000
}
 
enum  CombatCollisionResult : int {
  None = 0 ,
  StrikeAgent = 1 ,
  HitWorld ,
  Blocked ,
  Parried ,
  ChamberBlocked
}
 
enum  MusicMode {
  Paused ,
  Menu ,
  Campaign ,
  Battle
}
 
enum  MusicTheme {
  None = -1 ,
  CampaignStandard = 1 ,
  BattleVictory = 2 ,
  AseraiCampaignDramatic = 3 ,
  AseraiVictory = 4 ,
  MainTheme = 5 ,
  BattlePaganB = 6 ,
  CampaignDark = 7 ,
  BattleTurnsNegative = 9 ,
  BattleMedium = 10 ,
  BattleTurnsPositive = 11 ,
  BattleSmall = 12 ,
  BattleSiege = 13 ,
  BattlePositiveShock = 14 ,
  BattleNegativeShock = 15 ,
  BattaniaCampaignDramatic = 16 ,
  BattaniaVictory = 17 ,
  SturgiaCampaignDramatic = 18 ,
  SturgiaVictory = 19 ,
  KhuzaitCampaignDramatic = 20 ,
  KhuzaitVictory = 21 ,
  EmpireCampaignDramatic = 22 ,
  EmpireVictory = 23 ,
  VlandiaCampaignDramatic = 24 ,
  VlandiaVictory = 25 ,
  BattleDefeat = 26 ,
  BattlePaganA = 27 ,
  AseraiCampaignA = 28 ,
  BattaniaCampaignA = 29 ,
  EmpireCampaignA = 30 ,
  EmpireCampaignB = 31 ,
  KhuzaitCampaignA = 32 ,
  SturgiaCampaignA = 33 ,
  VlandiaCampaignA = 34 ,
  CombatB = 35 ,
  CombatA = 36 ,
  PaganSiege = 38 ,
  PaganTurnsNegative = 39 ,
  PaganTurnsPositive = 40
}
 
enum  BoneBodyPartType : sbyte {
  None = -1 ,
  Head ,
  Neck ,
  Chest ,
  Abdomen ,
  ShoulderLeft ,
  ShoulderRight ,
  ArmLeft ,
  ArmRight ,
  Legs ,
  NumOfBodyPartTypes ,
  CriticalBodyPartsBegin = Head ,
  CriticalBodyPartsEnd = ShoulderRight + 1
}
 
enum  SkeletonModelBoundsRecFlags : sbyte {
  None = 0x00 ,
  UseSmallerRadiusMultWhileHoldingShield = 0x01 ,
  Sweep = 0x02 ,
  DoNotScaleAccordingToAgentScale = 0x04
}
 
enum  BlowFlags : int {
  None = 0x0 ,
  KnockBack = 0x00000010 ,
  KnockDown = 0x00000020 ,
  NoSound = 0x00000040 ,
  CrushThrough = 0x00000080 ,
  ShrugOff = 0x00000100 ,
  MakesRear = 0x00000200 ,
  NonTipThrust = 0x00000400 ,
  CanDismount = 0x00000800
}
 
enum  CombatLogColor {
  DarkRed = 0 ,
  DarkGreen ,
  DarkBlue ,
  Red ,
  Green ,
  Blue ,
  DarkCyan ,
  Cyan ,
  DarkYellow ,
  Yellow ,
  Purple ,
  Magenta ,
  White ,
  BrightWhite
}
 
enum  CrushThroughState : byte {
  None = 0 ,
  CrushedThisFrame = 1 ,
  CrushedBefore = 2
}
 
enum  DeploymentPlanType {
  Initial = 0 ,
  Reinforcement
}
 
enum  FormationDeploymentFlank {
  Front = 0 ,
  Left = 1 ,
  Right = 2 ,
  Rear = 3 ,
  Count = 4
}
 Flanks control how formations are arranged and deployed during missions. More...
 
enum  SpawnPathOrientation {
  PathCenter = 0 ,
  Local
}
 
enum  GameKeyDefinition : int {
  Up = 0 ,
  Down ,
  Left ,
  Right ,
  Leave ,
  ShowIndicators ,
  InitiateAllChat ,
  InitiateTeamChat ,
  FinalizeChat ,
  Attack ,
  Defend ,
  EquipPrimaryWeapon ,
  EquipSecondaryWeapon ,
  Action ,
  Jump ,
  Crouch ,
  Kick ,
  ToggleWeaponMode ,
  EquipWeapon1 ,
  EquipWeapon2 ,
  EquipWeapon3 ,
  EquipWeapon4 ,
  DropWeapon ,
  SheathWeapon ,
  Zoom ,
  ViewCharacter ,
  LockTarget ,
  CameraToggle ,
  MissionScreenHotkeyCameraZoomIn ,
  MissionScreenHotkeyCameraZoomOut ,
  ToggleWalkMode ,
  Cheer ,
  Taunt ,
  PushToTalk ,
  EquipmentSwitch ,
  ShowMouse ,
  BannerWindow ,
  CharacterWindow ,
  InventoryWindow ,
  EncyclopediaWindow ,
  KingdomWindow ,
  ClanWindow ,
  QuestsWindow ,
  PartyWindow ,
  FacegenWindow ,
  MapMoveUp ,
  MapMoveDown ,
  MapMoveRight ,
  MapMoveLeft ,
  PartyMoveUp ,
  PartyMoveDown ,
  PartyMoveRight ,
  PartyMoveLeft ,
  QuickSave ,
  MapFastMove ,
  MapZoomIn ,
  MapZoomOut ,
  MapRotateLeft ,
  MapRotateRight ,
  MapTimeStop ,
  MapTimeNormal ,
  MapTimeFastForward ,
  MapTimeTogglePause ,
  MapCameraFollowMode ,
  MapToggleFastForward ,
  MapTrackSettlement ,
  MapGoToEncylopedia ,
  ViewOrders ,
  SelectOrder1 ,
  SelectOrder2 ,
  SelectOrder3 ,
  SelectOrder4 ,
  SelectOrder5 ,
  SelectOrder6 ,
  SelectOrder7 ,
  SelectOrder8 ,
  SelectOrderReturn ,
  EveryoneHear ,
  Group0Hear ,
  Group1Hear ,
  Group2Hear ,
  Group3Hear ,
  Group4Hear ,
  Group5Hear ,
  Group6Hear ,
  Group7Hear ,
  HoldOrder ,
  SelectNextGroup ,
  SelectPreviousGroup ,
  ToggleGroupSelection ,
  HideUI ,
  CameraRollLeft ,
  CameraRollRight ,
  TakePicture ,
  TakePictureWithAdditionalPasses ,
  ToggleCameraFollowMode ,
  ToggleMouse ,
  ToggleVignette ,
  ToggleCharacters ,
  IncreaseFocus ,
  DecreaseFocus ,
  IncreaseFocusStart ,
  DecreaseFocusStart ,
  IncreaseFocusEnd ,
  DecreaseFocusEnd ,
  Reset ,
  AcceptPoll ,
  DeclinePoll ,
  TotalGameKeyCount
}
 
enum  DedicatedServerType {
  None ,
  Matchmaker ,
  Custom ,
  Community
}
 
enum  GameStartupType {
  None ,
  TestMode ,
  GameServer ,
  Singleplayer ,
  Multiplayer ,
  Count
}
 
enum  GoldGainFlags : ushort {
  FirstRangedKill = 0x0001 ,
  FirstMeleeKill = 0x0002 ,
  FirstAssist = 0x0004 ,
  SecondAssist = 0x0008 ,
  ThirdAssist = 0x0010 ,
  FifthKill = 0x0020 ,
  TenthKill = 0x0040 ,
  DefaultKill = 0x0080 ,
  DefaultAssist = 0x0100 ,
  ObjectiveCompleted = 0x0200 ,
  ObjectiveDestroyed = 0x0400 ,
  PerkBonus = 0x0800
}
 
enum  TargetIconType {
  None = -1 ,
  Monster ,
  Infantry_Light ,
  Infantry_Heavy ,
  Archer_Light ,
  Archer_Heavy ,
  Cavalry_Light ,
  Cavalry_Heavy ,
  Crossbowman_Light ,
  Crossbowman_Heavy ,
  HorseArcher_Light ,
  HorseArcher_Heavy ,
  Special_Axeman ,
  Special_Camel ,
  Special_Falxman ,
  Special_JavelinThrower ,
  Special_RoyalCavalry ,
  Special_Swordsman ,
  Flag_A ,
  Flag_B ,
  Flag_C ,
  Flag_D ,
  Flag_E ,
  Flag_F ,
  Flag_G ,
  Flag_H ,
  Flag_I ,
  Last_Flag = Flag_I
}
 
enum  MissionBehaviorType {
  Logic ,
  Other
}
 
enum  LobbyMissionType {
  Matchmaker ,
  Custom ,
  Community
}
 
enum  MultiplayerGameType {
  FreeForAll ,
  TeamDeathmatch ,
  Duel ,
  Siege ,
  Battle ,
  Captain ,
  Skirmish
}
 
enum  MultiplayerPollRejectReason {
  NotEnoughPlayersToOpenPoll ,
  HasOngoingPoll ,
  TooManyPollRequests ,
  KickPollTargetNotSynced ,
  Count
}
 
enum  MultiplayerRoundState {
  WaitingForPlayers ,
  Preparation ,
  InProgress ,
  Ending ,
  Ended ,
  MatchEnded ,
  NumberOfRoundStates
}
 
enum  RoundEndReason {
  Invalid = -1 ,
  SideDepleted ,
  RoundTimeEnded ,
  GameModeSpecificEnded
}
 
enum  SkeletonType {
  Male = 0 ,
  Female ,
  KidsStart = 2 ,
  KidMale1 = 2 ,
  KidMale2 = 3 ,
  KidMale3 = 4 ,
  KidFemale1 = 5 ,
  KidFemale2 = 6 ,
  KidFemale3 = 7 ,
  NumSkeletonTypes
}
 
enum  MultiplayerMessageFilter : ulong {
  None = (0ul << 0) ,
  Peers = (1ul << 0) ,
  Messaging = (1ul << 1) ,
  Items = (1ul << 2) ,
  General = (1ul << 3) ,
  Equipment = (1ul << 4) ,
  EquipmentDetailed = (1ul << 5) ,
  Formations = (1ul << 6) ,
  Agents = (1ul << 7) ,
  AgentsDetailed = (1ul << 8) ,
  Mission = (1ul << 9) ,
  MissionDetailed = (1ul << 10) ,
  AgentAnimations = (1ul << 11) ,
  SiegeWeapons = (1ul << 12) ,
  MissionObjects = (1ul << 13) ,
  MissionObjectsDetailed = (1ul << 14) ,
  SiegeWeaponsDetailed = (1ul << 15) ,
  Orders = (1ul << 16) ,
  GameMode = (1ul << 17) ,
  Administration = (1ul << 18) ,
  Particles = (1ul << 19) ,
  RPC = (1ul << 20) ,
  All = 0x00000000FFFFFFFFul ,
  LightLogging = Peers | General | Agents | Mission | MissionObjects | GameMode ,
  NormalLogging = LightLogging | Items | Equipment | SiegeWeapons | Administration | Particles | RPC ,
  AllWithoutDetails = NormalLogging | Messaging | Formations | Orders
}
 
enum  GameNetworkMessageSendType {
  Invalid ,
  FromClient ,
  FromServer ,
  DebugFromServer
}
 
enum  MultiplayerIntermissionState {
  Idle ,
  CountingForMapVote ,
  CountingForCultureVote ,
  CountingForMission ,
  CountingForEnd
}
 
enum  ChatType {
  None = 0 ,
  All = 1 ,
  Team = 2 ,
  Whisper = 3 ,
  System = 4
}
 
enum  CultureVoteTypes {
  Ban ,
  Select
}
 
enum  CaptureTheFlagFlagDirection {
  None = -1 ,
  Up = 0 ,
  Down ,
  Static ,
  Count
}
 
enum  CaptureTheFlagCaptureResultEnum {
  AttackersWin ,
  DefendersWin ,
  Draw ,
  NotCaptured ,
  Count
}
 
enum  FocusableObjectType : int {
  None = -1 ,
  Item = 0 ,
  Gate ,
  Mount ,
  Agent ,
  Door
}
 
enum  TargetFlags {
  None = 0x0 ,
  IsMoving = 0x1 ,
  IsFlammable = 0x2 ,
  IsStructure = 0x4 ,
  IsSiegeEngine = 0x8 ,
  IsAttacker = 0x10 ,
  IsSmall = 0x20 ,
  NotAThreat = 0x40 ,
  DebugThreat = 0x80 ,
  IsSiegeTower = 0x100
}
 

Functions

delegate void OnOrderIssuedDelegate (OrderType orderType, MBReadOnlyList< Formation > appliedFormations, OrderController orderController, params Object[] delegateParams)
 
delegate void OnInitialMenuOptionInvokedDelegate (InitialStateOption target)
 
delegate void OnGameContentUpdatedDelegate ()
 
delegate IEnumerable< MissionBehaviorInitializeMissionBehaviorsDelegate (Mission mission)
 
delegate List< CompassItemUpdateParamsOnCompassTickDelegate ()
 
delegate void PlayerTurnToChooseFormationToLeadEvent (Dictionary< int, Agent > lockedFormationIndicesAndSergeants, List< int > remainingFormationIndices)
 
delegate void AllFormationsAssignedSergeantsEvent (Dictionary< int, Agent > looselyMatchedFormationIndicesAndSergeants)
 
delegate void DeploymentMissionEvent ()
 
delegate void PlayerMessageReceivedDelegate (NetworkCommunicator player, string message, bool toTeamOnly)
 
delegate void WhisperMessageSentDelegate (string message, string whisperTarget)
 
delegate void WhisperMessageReceivedDelegate (string fromUserName, string messageBody)
 
delegate void ErrorWhisperMessageReceivedDelegate (string toUserName)
 
delegate void ServerMessageDelegate (string message)
 
delegate void ServerAdminMessageDelegate (string message)
 
delegate void PlayerMutedDelegate (PlayerId player, bool isMuted)
 
 [instance initializer]
 

Typedef Documentation

◆ PositionIndexType

◆ TacticalDecisionCode

Enumeration Type Documentation

◆ AgentMovementLockedState

Enumerator
None 
PositionLocked 
FrameLocked 

◆ OrderType

Enumerator
None 
Move 
MoveToLineSegment 
MoveToLineSegmentWithHorizontalLayout 
Charge 
ChargeWithTarget 
StandYourGround 
FollowMe 
FollowEntity 
GuardMe 
Retreat 
AdvanceTenPaces 
FallBackTenPaces 
Advance 
FallBack 
LookAtEnemy 
LookAtDirection 
ArrangementLine 
ArrangementCloseOrder 
ArrangementLoose 
ArrangementCircular 
ArrangementSchiltron 
ArrangementVee 
ArrangementColumn 
ArrangementScatter 
FormCustom 
FormDeep 
FormWide 
FormWider 
CohesionHigh 
CohesionMedium 
CohesionLow 
HoldFire 
FireAtWill 
RideFree 
Mount 
Dismount 
AIControlOn 
AIControlOff 
Transfer 
Use 
AttackEntity 
PointDefence 
Count 

◆ SiegeWeaponOrderType

Enumerator
Stop 
Attack 
FireAtWalls 
FireAtTroops 
FireAtRangedSiegeWeapons 
FireAtPrimarySiegeWeapons 
AIControlOn 
AIControlOff 

◆ AITargetVisibilityState

Enumerator
NotChecked 
TargetIsNotSeen 
TargetIsClear 
FriendInWay 
CantShootInThatDir 

◆ MeleeCollisionReaction

Enumerator
Invalid 
SlicedThrough 
ContinueChecking 
Stuck 
Bounced 
Staggered 

◆ CombatHitResultFlags

Enumerator
NormalHit 
HitWithStartOfTheAnimation 
HitWithArm 
HitWithBackOfTheWeapon 

◆ BodyMeshTypes

Enumerator
Invalid 
Head 
Beard 
Eyebrow 
Hair 
Hands 
Body 
Legs 
Gloves 
Cap 
Chestpiece 
Shoulderpiece 
Underwear 
Footwear 
Label 
NumberOfBodyMeshes 

◆ AnimFlags

Enumerator
amf_priority_continue 
amf_priority_jump 
amf_priority_ride 
amf_priority_crouch 
amf_priority_attack 
amf_priority_cancel 
amf_priority_defend 
amf_priority_defend_parry 
amf_priority_throw 
amf_priority_blocked 
amf_priority_parried 
amf_priority_kick 
amf_priority_jump_end 
amf_priority_reload 
amf_priority_mount 
amf_priority_equip 
amf_priority_rear 
amf_priority_upperbody_while_kick 
amf_priority_striked 
amf_priority_fall_from_horse 
amf_priority_die 
amf_priority_mask 
anf_disable_agent_agent_collisions 
anf_ignore_all_collisions 
anf_ignore_static_body_collisions 
anf_use_last_step_point_as_data 
anf_make_bodyfall_sound 
anf_client_prediction 
anf_keep 
anf_restart 
anf_client_owner_prediction 
anf_make_walk_sound 
anf_disable_hand_ik 
anf_stick_item_to_left_hand 
anf_blends_according_to_look_slope 
anf_synch_with_horse 
anf_use_left_hand_during_attack 
anf_lock_camera 
anf_lock_movement 
anf_synch_with_movement 
anf_enable_hand_spring_ik 
anf_enable_hand_blend_ik 
anf_synch_with_ladder_movement 
anf_do_not_keep_track_of_sound 
anf_reset_camera_height 
anf_disable_alternative_randomization 
anf_disable_auto_increment_progress 
anf_switch_item_between_hands 
anf_enforce_lowerbody 
anf_enforce_all 
anf_cyclic 
anf_enforce_root_rotation 
anf_allow_head_movement 
anf_disable_foot_ik 
anf_affected_by_movement 
anf_update_bounding_volume 
anf_align_with_ground 
anf_ignore_slope 
anf_displace_position 
anf_enable_left_hand_ik 
anf_ignore_scale_on_root_position 
anf_blend_main_item_bone_entitially 
anf_animation_layer_flags_mask 
anf_animation_layer_flags_bits 
anf_randomization_weight_1 
anf_randomization_weight_2 
anf_randomization_weight_4 
anf_randomization_weight_8 
anf_randomization_weight_mask 

◆ CombatCollisionResult

Enumerator
None 
StrikeAgent 
HitWorld 
Blocked 
Parried 
ChamberBlocked 

◆ MusicMode

Enumerator
Paused 
Menu 
Campaign 
Battle 

◆ MusicTheme

Enumerator
None 
CampaignStandard 
BattleVictory 
AseraiCampaignDramatic 
AseraiVictory 
MainTheme 
BattlePaganB 
CampaignDark 
BattleTurnsNegative 
BattleMedium 
BattleTurnsPositive 
BattleSmall 
BattleSiege 
BattlePositiveShock 
BattleNegativeShock 
BattaniaCampaignDramatic 
BattaniaVictory 
SturgiaCampaignDramatic 
SturgiaVictory 
KhuzaitCampaignDramatic 
KhuzaitVictory 
EmpireCampaignDramatic 
EmpireVictory 
VlandiaCampaignDramatic 
VlandiaVictory 
BattleDefeat 
BattlePaganA 
AseraiCampaignA 
BattaniaCampaignA 
EmpireCampaignA 
EmpireCampaignB 
KhuzaitCampaignA 
SturgiaCampaignA 
VlandiaCampaignA 
CombatB 
CombatA 
PaganSiege 
PaganTurnsNegative 
PaganTurnsPositive 

◆ BoneBodyPartType

Enumerator
None 
Head 
Neck 
Chest 
Abdomen 
ShoulderLeft 
ShoulderRight 
ArmLeft 
ArmRight 
Legs 
NumOfBodyPartTypes 
CriticalBodyPartsBegin 
CriticalBodyPartsEnd 

◆ SkeletonModelBoundsRecFlags

Enumerator
None 
UseSmallerRadiusMultWhileHoldingShield 
Sweep 
DoNotScaleAccordingToAgentScale 

◆ BlowFlags

Enumerator
None 
KnockBack 
KnockDown 
NoSound 
CrushThrough 
ShrugOff 
MakesRear 
NonTipThrust 
CanDismount 

◆ CombatLogColor

Enumerator
DarkRed 
DarkGreen 
DarkBlue 
Red 
Green 
Blue 
DarkCyan 
Cyan 
DarkYellow 
Yellow 
Purple 
Magenta 
White 
BrightWhite 

◆ CrushThroughState

Enumerator
None 
CrushedThisFrame 
CrushedBefore 

◆ DeploymentPlanType

Enumerator
Initial 
Reinforcement 

◆ FormationDeploymentFlank

Enumerator
Front 
Left 
Right 
Rear 
Count 

◆ SpawnPathOrientation

Enumerator
PathCenter 
Local 

◆ GameKeyDefinition

Enumerator
Up 
Down 
Left 
Right 
Leave 
ShowIndicators 
InitiateAllChat 
InitiateTeamChat 
FinalizeChat 
Attack 
Defend 
EquipPrimaryWeapon 
EquipSecondaryWeapon 
Action 
Jump 
Crouch 
Kick 
ToggleWeaponMode 
EquipWeapon1 
EquipWeapon2 
EquipWeapon3 
EquipWeapon4 
DropWeapon 
SheathWeapon 
Zoom 
ViewCharacter 
LockTarget 
CameraToggle 
MissionScreenHotkeyCameraZoomIn 
MissionScreenHotkeyCameraZoomOut 
ToggleWalkMode 
Cheer 
Taunt 
PushToTalk 
EquipmentSwitch 
ShowMouse 
BannerWindow 
CharacterWindow 
InventoryWindow 
EncyclopediaWindow 
KingdomWindow 
ClanWindow 
QuestsWindow 
PartyWindow 
FacegenWindow 
MapMoveUp 
MapMoveDown 
MapMoveRight 
MapMoveLeft 
PartyMoveUp 
PartyMoveDown 
PartyMoveRight 
PartyMoveLeft 
QuickSave 
MapFastMove 
MapZoomIn 
MapZoomOut 
MapRotateLeft 
MapRotateRight 
MapTimeStop 
MapTimeNormal 
MapTimeFastForward 
MapTimeTogglePause 
MapCameraFollowMode 
MapToggleFastForward 
MapTrackSettlement 
MapGoToEncylopedia 
ViewOrders 
SelectOrder1 
SelectOrder2 
SelectOrder3 
SelectOrder4 
SelectOrder5 
SelectOrder6 
SelectOrder7 
SelectOrder8 
SelectOrderReturn 
EveryoneHear 
Group0Hear 
Group1Hear 
Group2Hear 
Group3Hear 
Group4Hear 
Group5Hear 
Group6Hear 
Group7Hear 
HoldOrder 
SelectNextGroup 
SelectPreviousGroup 
ToggleGroupSelection 
HideUI 
CameraRollLeft 
CameraRollRight 
TakePicture 
TakePictureWithAdditionalPasses 
ToggleCameraFollowMode 
ToggleMouse 
ToggleVignette 
ToggleCharacters 
IncreaseFocus 
DecreaseFocus 
IncreaseFocusStart 
DecreaseFocusStart 
IncreaseFocusEnd 
DecreaseFocusEnd 
Reset 
AcceptPoll 
DeclinePoll 
TotalGameKeyCount 

◆ DedicatedServerType

Enumerator
None 
Matchmaker 
Custom 
Community 

◆ GameStartupType

Enumerator
None 
TestMode 
GameServer 
Singleplayer 
Multiplayer 
Count 

◆ GoldGainFlags

Enumerator
FirstRangedKill 
FirstMeleeKill 
FirstAssist 
SecondAssist 
ThirdAssist 
FifthKill 
TenthKill 
DefaultKill 
DefaultAssist 
ObjectiveCompleted 
ObjectiveDestroyed 
PerkBonus 

◆ TargetIconType

Enumerator
None 
Monster 
Infantry_Light 
Infantry_Heavy 
Archer_Light 
Archer_Heavy 
Cavalry_Light 
Cavalry_Heavy 
Crossbowman_Light 
Crossbowman_Heavy 
HorseArcher_Light 
HorseArcher_Heavy 
Special_Axeman 
Special_Camel 
Special_Falxman 
Special_JavelinThrower 
Special_RoyalCavalry 
Special_Swordsman 
Flag_A 
Flag_B 
Flag_C 
Flag_D 
Flag_E 
Flag_F 
Flag_G 
Flag_H 
Flag_I 
Last_Flag 

◆ MissionBehaviorType

Enumerator
Logic 
Other 

◆ LobbyMissionType

Enumerator
Matchmaker 
Custom 
Community 

◆ MultiplayerGameType

Enumerator
FreeForAll 
TeamDeathmatch 
Duel 
Siege 
Battle 
Captain 
Skirmish 

◆ MultiplayerPollRejectReason

Enumerator
NotEnoughPlayersToOpenPoll 
HasOngoingPoll 
TooManyPollRequests 
KickPollTargetNotSynced 
Count 

◆ MultiplayerRoundState

Enumerator
WaitingForPlayers 
Preparation 
InProgress 
Ending 
Ended 
MatchEnded 
NumberOfRoundStates 

◆ RoundEndReason

Enumerator
Invalid 
SideDepleted 
RoundTimeEnded 
GameModeSpecificEnded 

◆ SkeletonType

Enumerator
Male 
Female 
KidsStart 
KidMale1 
KidMale2 
KidMale3 
KidFemale1 
KidFemale2 
KidFemale3 
NumSkeletonTypes 

◆ MultiplayerMessageFilter

Enumerator
None 
Peers 
Messaging 
Items 
General 
Equipment 
EquipmentDetailed 
Formations 
Agents 
AgentsDetailed 
Mission 
MissionDetailed 
AgentAnimations 
SiegeWeapons 
MissionObjects 
MissionObjectsDetailed 
SiegeWeaponsDetailed 
Orders 
GameMode 
Administration 
Particles 
RPC 
All 
LightLogging 
NormalLogging 
AllWithoutDetails 

◆ GameNetworkMessageSendType

Enumerator
Invalid 
FromClient 
FromServer 
DebugFromServer 

◆ MultiplayerIntermissionState

Enumerator
Idle 
CountingForMapVote 
CountingForCultureVote 
CountingForMission 
CountingForEnd 

◆ ChatType

Enumerator
None 
All 
Team 
Whisper 
System 

◆ CultureVoteTypes

Enumerator
Ban 
Select 

◆ CaptureTheFlagFlagDirection

Enumerator
None 
Up 
Down 
Static 
Count 

◆ CaptureTheFlagCaptureResultEnum

Enumerator
AttackersWin 
DefendersWin 
Draw 
NotCaptured 
Count 

◆ FocusableObjectType

Enumerator
None 
Item 
Gate 
Mount 
Agent 
Door 

◆ TargetFlags

Enumerator
None 
IsMoving 
IsFlammable 
IsStructure 
IsSiegeEngine 
IsAttacker 
IsSmall 
NotAThreat 
DebugThreat 
IsSiegeTower 

Function Documentation

◆ OnOrderIssuedDelegate()

delegate void TaleWorlds.MountAndBlade.OnOrderIssuedDelegate ( OrderType orderType,
MBReadOnlyList< Formation > appliedFormations,
OrderController orderController,
params Object[] delegateParams )

◆ OnInitialMenuOptionInvokedDelegate()

delegate void TaleWorlds.MountAndBlade.OnInitialMenuOptionInvokedDelegate ( InitialStateOption target)

◆ OnGameContentUpdatedDelegate()

delegate void TaleWorlds.MountAndBlade.OnGameContentUpdatedDelegate ( )

◆ InitializeMissionBehaviorsDelegate()

delegate IEnumerable< MissionBehavior > TaleWorlds.MountAndBlade.InitializeMissionBehaviorsDelegate ( Mission mission)

◆ OnCompassTickDelegate()

delegate List< CompassItemUpdateParams > TaleWorlds.MountAndBlade.OnCompassTickDelegate ( )

◆ PlayerTurnToChooseFormationToLeadEvent()

delegate void TaleWorlds.MountAndBlade.PlayerTurnToChooseFormationToLeadEvent ( Dictionary< int, Agent > lockedFormationIndicesAndSergeants,
List< int > remainingFormationIndices )

◆ AllFormationsAssignedSergeantsEvent()

delegate void TaleWorlds.MountAndBlade.AllFormationsAssignedSergeantsEvent ( Dictionary< int, Agent > looselyMatchedFormationIndicesAndSergeants)

◆ DeploymentMissionEvent()

delegate void TaleWorlds.MountAndBlade.DeploymentMissionEvent ( )

◆ PlayerMessageReceivedDelegate()

delegate void TaleWorlds.MountAndBlade.PlayerMessageReceivedDelegate ( NetworkCommunicator player,
string message,
bool toTeamOnly )

◆ WhisperMessageSentDelegate()

delegate void TaleWorlds.MountAndBlade.WhisperMessageSentDelegate ( string message,
string whisperTarget )

◆ WhisperMessageReceivedDelegate()

delegate void TaleWorlds.MountAndBlade.WhisperMessageReceivedDelegate ( string fromUserName,
string messageBody )

◆ ErrorWhisperMessageReceivedDelegate()

delegate void TaleWorlds.MountAndBlade.ErrorWhisperMessageReceivedDelegate ( string toUserName)

◆ ServerMessageDelegate()

delegate void TaleWorlds.MountAndBlade.ServerMessageDelegate ( string message)

◆ ServerAdminMessageDelegate()

delegate void TaleWorlds.MountAndBlade.ServerAdminMessageDelegate ( string message)

◆ PlayerMutedDelegate()

delegate void TaleWorlds.MountAndBlade.PlayerMutedDelegate ( PlayerId player,
bool isMuted )

◆ [instance initializer]()

TaleWorlds.MountAndBlade.[instance initializer]