M&B: Bannerlord 1.2.12
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TaleWorlds.Core.Equipment Class Reference

Public Types

enum  EquipmentType {
  Invalid = -1 ,
  Battle ,
  Civilian
}
 
enum  UnderwearTypes {
  NoUnderwear = 0 ,
  FullUnderwear ,
  OnlyTop
}
 
enum  InitialWeaponEquipPreference {
  Any ,
  MeleeForMainHand ,
  RangedForMainHand
}
 

Public Member Functions

 Equipment ()
 
 Equipment (bool isCivilian)
 
 Equipment (Equipment equipment)
 
Equipment Clone (bool cloneWithoutWeapons=false)
 
void FillFrom (Equipment sourceEquipment, bool useSourceEquipmentType=true)
 
void Deserialize (MBObjectManager objectManager, XmlNode node)
 
void DeserializeNode (MBObjectManager objectManager, XmlNode node)
 
bool IsEmpty ()
 
float GetTotalWeightOfArmor (bool forHuman)
 
float GetTotalWeightOfWeapons ()
 
float GetHeadArmorSum ()
 
float GetHumanBodyArmorSum ()
 
float GetLegArmorSum ()
 
float GetArmArmorSum ()
 
float GetHorseArmorSum ()
 
UnderwearTypes GetUnderwearType (bool isFemale)
 
bool HasWeapon ()
 
bool HasWeaponOfClass (WeaponClass weaponClass)
 
string CalculateEquipmentCode ()
 
void AddEquipmentToSlotWithoutAgent (EquipmentIndex equipmentIndex, EquipmentElement itemRosterElement)
 DO NOT CALL THIS FUNCTION IF YOU HAVE AGENT! USE AGENT.EQUIPITEM!!!!!
 
EquipmentElement GetEquipmentFromSlot (EquipmentIndex equipmentIndex)
 
EquipmentIndex GetWeaponPickUpSlotIndex (EquipmentElement itemRosterElement, bool isStuckMissile)
 
bool IsEquipmentEqualTo (Equipment other)
 
void GetInitialWeaponIndicesToEquip (out EquipmentIndex mainHandWeaponIndex, out EquipmentIndex offHandWeaponIndex, out bool isMainHandNotUsableWithOneHand, InitialWeaponEquipPreference initialWeaponEquipPreference=InitialWeaponEquipPreference.Any)
 

Static Public Member Functions

static EquipmentIndex GetEquipmentIndexFromOldEquipmentIndexName (string oldEquipmentIndexName)
 
static Equipment CreateFromEquipmentCode (string equipmentCode)
 
static bool IsItemFitsToSlot (EquipmentIndex slotIndex, ItemObject item)
 
static Equipment GetRandomEquipmentElements (BasicCharacterObject character, bool randomEquipmentModifier, bool isCivilianEquipment=false, int seed=-1)
 
static void SwapWeapons (Equipment equipment, EquipmentIndex index1, EquipmentIndex index2)
 

Public Attributes

bool SyncEquipments = false
 

Static Public Attributes

const int EquipmentSlotLength = (int)EquipmentIndex.NumEquipmentSetSlots
 
const string NullCode = "@null"
 

Properties

bool IsValid [get]
 
bool IsCivilian [get]
 
EquipmentElement this[int index] [get, set]
 
EquipmentElement this[EquipmentIndex index] [get, set]
 
EquipmentElement Horse [get]
 
ArmorComponent.HairCoverTypes HairCoverType [get]
 
ArmorComponent.BeardCoverTypes BeardCoverType [get]
 
ArmorComponent.HorseHarnessCoverTypes ManeCoverType [get]
 
string ReinsMeshName [get]
 
bool EarsAreHidden [get]
 
bool MouthIsHidden [get]
 
ArmorComponent.BodyMeshTypes BodyMeshType [get]
 
ArmorComponent.BodyDeformTypes BodyDeformType [get]
 

Member Enumeration Documentation

◆ EquipmentType

Enumerator
Invalid 
Battle 
Civilian 

◆ UnderwearTypes

Enumerator
NoUnderwear 
FullUnderwear 
OnlyTop 

◆ InitialWeaponEquipPreference

Enumerator
Any 
MeleeForMainHand 
RangedForMainHand 

Constructor & Destructor Documentation

◆ Equipment() [1/3]

TaleWorlds.Core.Equipment.Equipment ( )

◆ Equipment() [2/3]

TaleWorlds.Core.Equipment.Equipment ( bool isCivilian)

◆ Equipment() [3/3]

TaleWorlds.Core.Equipment.Equipment ( Equipment equipment)

Member Function Documentation

◆ Clone()

Equipment TaleWorlds.Core.Equipment.Clone ( bool cloneWithoutWeapons = false)

◆ FillFrom()

void TaleWorlds.Core.Equipment.FillFrom ( Equipment sourceEquipment,
bool useSourceEquipmentType = true )

◆ Deserialize()

void TaleWorlds.Core.Equipment.Deserialize ( MBObjectManager objectManager,
XmlNode node )

◆ DeserializeNode()

void TaleWorlds.Core.Equipment.DeserializeNode ( MBObjectManager objectManager,
XmlNode node )

◆ GetEquipmentIndexFromOldEquipmentIndexName()

static EquipmentIndex TaleWorlds.Core.Equipment.GetEquipmentIndexFromOldEquipmentIndexName ( string oldEquipmentIndexName)
static

◆ IsEmpty()

bool TaleWorlds.Core.Equipment.IsEmpty ( )

◆ GetTotalWeightOfArmor()

float TaleWorlds.Core.Equipment.GetTotalWeightOfArmor ( bool forHuman)

◆ GetTotalWeightOfWeapons()

float TaleWorlds.Core.Equipment.GetTotalWeightOfWeapons ( )

◆ GetHeadArmorSum()

float TaleWorlds.Core.Equipment.GetHeadArmorSum ( )

◆ GetHumanBodyArmorSum()

float TaleWorlds.Core.Equipment.GetHumanBodyArmorSum ( )

◆ GetLegArmorSum()

float TaleWorlds.Core.Equipment.GetLegArmorSum ( )

◆ GetArmArmorSum()

float TaleWorlds.Core.Equipment.GetArmArmorSum ( )

◆ GetHorseArmorSum()

float TaleWorlds.Core.Equipment.GetHorseArmorSum ( )

◆ GetUnderwearType()

UnderwearTypes TaleWorlds.Core.Equipment.GetUnderwearType ( bool isFemale)

◆ HasWeapon()

bool TaleWorlds.Core.Equipment.HasWeapon ( )

◆ HasWeaponOfClass()

bool TaleWorlds.Core.Equipment.HasWeaponOfClass ( WeaponClass weaponClass)

◆ CreateFromEquipmentCode()

static Equipment TaleWorlds.Core.Equipment.CreateFromEquipmentCode ( string equipmentCode)
static

◆ CalculateEquipmentCode()

string TaleWorlds.Core.Equipment.CalculateEquipmentCode ( )

◆ AddEquipmentToSlotWithoutAgent()

void TaleWorlds.Core.Equipment.AddEquipmentToSlotWithoutAgent ( EquipmentIndex equipmentIndex,
EquipmentElement itemRosterElement )
Parameters
equipmentIndex
itemRosterElement
Returns
void

◆ GetEquipmentFromSlot()

EquipmentElement TaleWorlds.Core.Equipment.GetEquipmentFromSlot ( EquipmentIndex equipmentIndex)

◆ IsItemFitsToSlot()

static bool TaleWorlds.Core.Equipment.IsItemFitsToSlot ( EquipmentIndex slotIndex,
ItemObject item )
static

◆ GetWeaponPickUpSlotIndex()

EquipmentIndex TaleWorlds.Core.Equipment.GetWeaponPickUpSlotIndex ( EquipmentElement itemRosterElement,
bool isStuckMissile )

◆ IsEquipmentEqualTo()

bool TaleWorlds.Core.Equipment.IsEquipmentEqualTo ( Equipment other)

◆ GetRandomEquipmentElements()

static Equipment TaleWorlds.Core.Equipment.GetRandomEquipmentElements ( BasicCharacterObject character,
bool randomEquipmentModifier,
bool isCivilianEquipment = false,
int seed = -1 )
static

◆ SwapWeapons()

static void TaleWorlds.Core.Equipment.SwapWeapons ( Equipment equipment,
EquipmentIndex index1,
EquipmentIndex index2 )
static

◆ GetInitialWeaponIndicesToEquip()

void TaleWorlds.Core.Equipment.GetInitialWeaponIndicesToEquip ( out EquipmentIndex mainHandWeaponIndex,
out EquipmentIndex offHandWeaponIndex,
out bool isMainHandNotUsableWithOneHand,
InitialWeaponEquipPreference initialWeaponEquipPreference = InitialWeaponEquipPreference::Any )

Member Data Documentation

◆ EquipmentSlotLength

const int TaleWorlds.Core.Equipment.EquipmentSlotLength = (int)EquipmentIndex.NumEquipmentSetSlots
static

◆ SyncEquipments

bool TaleWorlds.Core.Equipment.SyncEquipments = false

◆ NullCode

const string TaleWorlds.Core.Equipment.NullCode = "@null"
static

Property Documentation

◆ IsValid

bool TaleWorlds.Core.Equipment.IsValid
get

◆ IsCivilian

bool TaleWorlds.Core.Equipment.IsCivilian
get

◆ this[int index]

EquipmentElement TaleWorlds.Core.Equipment.this[int index]
getset

◆ this[EquipmentIndex index]

EquipmentElement TaleWorlds.Core.Equipment.this[EquipmentIndex index]
getset

◆ Horse

EquipmentElement TaleWorlds.Core.Equipment.Horse
get

◆ HairCoverType

ArmorComponent.HairCoverTypes TaleWorlds.Core.Equipment.HairCoverType
get

◆ BeardCoverType

ArmorComponent.BeardCoverTypes TaleWorlds.Core.Equipment.BeardCoverType
get

◆ ManeCoverType

ArmorComponent.HorseHarnessCoverTypes TaleWorlds.Core.Equipment.ManeCoverType
get

◆ ReinsMeshName

string TaleWorlds.Core.Equipment.ReinsMeshName
get

◆ EarsAreHidden

bool TaleWorlds.Core.Equipment.EarsAreHidden
get

◆ MouthIsHidden

bool TaleWorlds.Core.Equipment.MouthIsHidden
get

◆ BodyMeshType

ArmorComponent.BodyMeshTypes TaleWorlds.Core.Equipment.BodyMeshType
get

◆ BodyDeformType

ArmorComponent.BodyDeformTypes TaleWorlds.Core.Equipment.BodyDeformType
get