M&B: Bannerlord 1.2.7
The horns sound, the ravens gather.
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TaleWorlds.CampaignSystem Namespace Reference

Namespaces

namespace  Actions
 
namespace  AgentOrigins
 
namespace  BarterSystem
 
namespace  CampaignBehaviors
 
namespace  CharacterCreationContent
 
namespace  CharacterDevelopment
 
namespace  ComponentInterfaces
 
namespace  Conversation
 
namespace  CraftingSystem
 
namespace  Election
 
namespace  Encounters
 
namespace  Encyclopedia
 
namespace  Extensions
 
namespace  GameComponents
 
namespace  GameMenus
 
namespace  GameState
 
namespace  Inventory
 
namespace  Issues
 
namespace  LogEntries
 
namespace  Map
 
namespace  MapEvents
 
namespace  MapNotificationTypes
 
namespace  Overlay
 
namespace  Party
 
namespace  Roster
 
namespace  SaveCompability
 
namespace  SceneInformationPopupTypes
 
namespace  Settlements
 
namespace  Siege
 
namespace  TournamentGames
 
namespace  TroopSuppliers
 
namespace  ViewModelCollection
 

Classes

struct  AIBehaviorTuple
 
class  Army
 
class  AtmosphereGrid
 
struct  BattleResultPartyData
 
class  BattleSimulation
 This class will handle all battle simulations (normal battle, siege etc) where the player choose to order his troops to attack while the hero stays back. More...
 
class  BattleSimulationResult
 
class  BattleSimulationResultArgs
 
class  Campaign
 
class  CampaignBehaviorBase
 
class  CampaignCheats
 
class  CampaignData
 
class  CampaignEntityComponent
 
class  CampaignEventDispatcher
 
class  CampaignEventReceiver
 
class  CampaignEvents
 
class  CampaignGameStarter
 
class  CampaignInformationManager
 
class  CampaignMission
 
class  CampaignObjectBase
 
class  CampaignObjectManager
 
class  CampaignOptions
 
class  CampaignPeriodicEventManager
 
class  CampaignTestCheats
 
class  CampaignTickCacheDataStore
 
struct  CampaignTime
 
class  CampaignTutorial
 
class  CharacterObject
 
class  CharacterRelationManager
 
class  Clan
 A Faction Object. More...
 
class  Concept
 
struct  ConversationSceneData
 
class  CultureObject
 Represents a campaign culture. More...
 
class  CultureTrait
 
class  DefaultItems
 
class  DefaultPolicies
 
class  DefaultSkillEffects
 
class  DialogFlow
 
class  EncounterManager
 
struct  ExplainedNumber
 
class  FactionManager
 
class  GameModels
 
class  GameSceneDataManager
 
class  Hero
 
class  HeroCreator
 
interface  IAgentBehaviorManager
 
interface  ICampaignBehavior
 
interface  ICampaignBehaviorManager
 
interface  ICampaignMission
 
interface  IDataStore
 
interface  IFaction
 
interface  IMainHeroVisualSupplier
 
interface  IMapEventVisualCreator
 
interface  IMbEvent
 
interface  IMbEventBase
 
interface  IModuleManager
 
interface  INavigationHandler
 
interface  IRandomOwner
 
interface  ISandBoxMissionManager
 
interface  ISaveManager
 
interface  ITrackableCampaignObject
 
interface  IViewDataTracker
 
class  JournalLog
 
class  Kingdom
 
class  KingdomManager
 
class  ManagedParameters
 
class  MBCampaignEvent
 
class  MbEvent
 
struct  MeetingSceneData
 
class  NameGenerator
 
struct  NavigationPermissionItem
 
class  PartyThinkParams
 
class  PlayerCaptivity
 
class  PolicyObject
 
class  QuestBase
 
class  QuestManager
 
class  QuestTaskBase
 
class  RandomOwnerExtensions
 
interface  ReferenceIMBEvent
 
class  ReferenceMBEvent
 
class  Romance
 
class  SandBoxManager
 
class  SandBoxMission
 
class  SaveableCampaignTypeDefiner
 
class  SaveHandler
 
struct  SingleplayerBattleSceneData
 
class  SkillEffect
 
class  StanceLink
 
class  Track
 
class  TrackedObject
 
class  TradeRumor
 
class  TroopUpgradeTracker
 
class  VisualCreator
 
class  VisualTrackerManager
 

Enumerations

enum  TroopProperty {
  None = -1 ,
  Upgrade = 0 ,
  Kill ,
  GainXp ,
  Dead ,
  Wounded ,
  Routed ,
  Remaining
}
 
enum  ConversationContext {
  Default = 0 ,
  CapturedLord = 1 ,
  FreedHero = 2 ,
  PartyEncounter = 3 ,
  BarterResult = 4
}
 
enum  CampaignTimeControlMode {
  Stop = 0 ,
  UnstoppablePlay = 1 ,
  UnstoppableFastForward = 2 ,
  StoppablePlay = 3 ,
  StoppableFastForward = 4 ,
  UnstoppableFastForwardForPartyWaitTime = 5 ,
  FastForwardStop = 6
}
 
enum  Occupation {
  NotAssigned ,
  Tavernkeeper ,
  Mercenary ,
  Lord ,
  GoodsTrader ,
  ArenaMaster ,
  Villager ,
  Soldier ,
  Townsfolk ,
  RansomBroker ,
  Weaponsmith ,
  Armorer ,
  HorseTrader ,
  TavernWench ,
  TavernGameHost ,
  Bandit ,
  Wanderer ,
  Artisan ,
  Merchant ,
  Preacher ,
  Headman ,
  GangLeader ,
  RuralNotable ,
  PrisonGuard ,
  Guard ,
  ShopWorker ,
  Musician ,
  Gangster ,
  Blacksmith ,
  BannerBearer ,
  CaravanGuard ,
  Special ,
  NumberOfOccupations
}
 
enum  FacesMaleHair {
  Bald = 0 ,
  Ponytail = 1 ,
  LongAndBushy = 2 ,
  TiedAcrossBack = 3 ,
  SlickedShort = 4 ,
  PartedAndCombedBack = 5 ,
  Tousled = 6 ,
  BraidedAndLong = 7 ,
  Short = 8 ,
  HighPonytail = 9 ,
  Mohawk = 10 ,
  PageBoy = 11 ,
  Bowl = 12 ,
  ShortAndThin = 13 ,
  SlickedLong = 14
}
 
enum  FacesFemaleHair {
  Bald = 0 ,
  Long_over_shoulder = 1 ,
  Tied_long_over_shoulder = 2 ,
  Above_shoulder_length = 3 ,
  Tied_in_back = 4 ,
  Braided_in_back = 5 ,
  Shoulder_length_tied = 6 ,
  Short = 7 ,
  Cornrows = 8 ,
  Cornrow_mohawk = 9 ,
  Braided_above_ears = 10 ,
  Ukrainian = 11 ,
  Very_short = 12 ,
  Resting_on_shoulders = 13 ,
  Bobbed = 14
}
 
enum  FacesMaleFacialHair {
  Cleanshaven = 0 ,
  Thin_mustache = 1 ,
  Mustache_and_patch = 2 ,
  Medium_Mustache = 3 ,
  Waxed_mustache = 4 ,
  Droopy_mustache = 5 ,
  Light_Goatee = 6 ,
  Bushy_goatee = 7 ,
  Waxed_beard_with_shaved_cheeks = 8 ,
  Beard_with_shaved_cheeks = 9 ,
  Trimmed_dutch = 10 ,
  Sideburns = 11 ,
  Medium_Dutch = 12 ,
  Light_short_beard = 13 ,
  Heavy_short_beard = 14 ,
  Pointed_short_beard = 15 ,
  Long_beard = 16 ,
  Heavy_long_beard = 17 ,
  Long_scraggly_beard = 18 ,
  Long_tied_beard = 19 ,
  Drooping_mustache_and_beard = 20 ,
  Tied_beard_shaven_cheeks = 21 ,
  Dutch_tied_beard = 22
}
 
enum  CharacterRestrictionFlags : UInt32 {
  None = 0x0000 ,
  NotTransferableInPartyScreen = 0x0001 ,
  CanNotGoInHideout = 0x0002
}
 
enum  ActionNotes {
  DefaultNote ,
  NoQuarrel ,
  CourtshipQuarrel ,
  FiefQuarrel ,
  ValorStrategyQuarrel ,
  ResponsibilityStrategyQuarrel ,
  CalculatingStrategyQuarrel ,
  VengeanceQuarrel ,
  DishonestBusinessQuarrel ,
  RuthlessBusinessQuarrel ,
  CorruptGangLeaderQuarrel ,
  CompetingGangLeaderQuarrel ,
  TroublemakerQuarrel ,
  ExtortingQuarrel ,
  HereticQuarrel ,
  LandCheatingQuarrel ,
  QuestBetrayal ,
  QuestSuccess ,
  QuestFailed ,
  BattleValor ,
  HostileAction ,
  PersuadedToDefect ,
  PartyHungry ,
  PartyTakenCareOf ,
  VillageRaid ,
  SacrificedTroops ,
  NPCFreed ,
  SiegeAftermath
}
 
enum  CampaignGameMode {
  None ,
  Campaign ,
  Tutorial
}
 
enum  HeroGetsBusyReasons {
  BecomeGovernor ,
  BecomeEmissary ,
  BecomeCaravanLeader ,
  BecomeAlleyLeader ,
  SolvesIssue
}
 
enum  LogType {
  None ,
  Text ,
  Discreate ,
  TwoWayContinuous
}
 
enum  ManagedParametersEnum {
  IsWarDeclarationDisabled ,
  IsPeaceDeclarationDisabled ,
  Count
}
 

Functions

delegate void WaitDelegate ()
 
delegate void ReferenceAction< T1, T2 > (T1 t1, ref T2 t2)
 
delegate void ReferenceAction< T1, T2, T3 > (T1 t1, T2 t2, ref T3 t3)
 
delegate bool EventDelegateType ()
 
delegate void TriggerDelegateType ()
 

Enumeration Type Documentation

◆ TroopProperty

Enumerator
None 
Upgrade 
Kill 
GainXp 
Dead 
Wounded 
Routed 
Remaining 

◆ ConversationContext

Enumerator
Default 
CapturedLord 
FreedHero 
PartyEncounter 
BarterResult 

◆ CampaignTimeControlMode

Enumerator
Stop 
UnstoppablePlay 
UnstoppableFastForward 
StoppablePlay 
StoppableFastForward 
UnstoppableFastForwardForPartyWaitTime 
FastForwardStop 

◆ Occupation

Enumerator
NotAssigned 
Tavernkeeper 
Mercenary 
Lord 
GoodsTrader 
ArenaMaster 
Villager 
Soldier 
Townsfolk 
RansomBroker 
Weaponsmith 
Armorer 
HorseTrader 
TavernWench 
TavernGameHost 
Bandit 
Wanderer 
Artisan 
Merchant 
Preacher 
Headman 
GangLeader 
RuralNotable 
PrisonGuard 
Guard 
ShopWorker 
Musician 
Gangster 
Blacksmith 
BannerBearer 
CaravanGuard 
Special 
NumberOfOccupations 

◆ FacesMaleHair

Enumerator
Bald 
Ponytail 
LongAndBushy 
TiedAcrossBack 
SlickedShort 
PartedAndCombedBack 
Tousled 
BraidedAndLong 
Short 
HighPonytail 
Mohawk 
PageBoy 
Bowl 
ShortAndThin 
SlickedLong 

◆ FacesFemaleHair

Enumerator
Bald 
Long_over_shoulder 
Tied_long_over_shoulder 
Above_shoulder_length 
Tied_in_back 
Braided_in_back 
Shoulder_length_tied 
Short 
Cornrows 
Cornrow_mohawk 
Braided_above_ears 
Ukrainian 
Very_short 
Resting_on_shoulders 
Bobbed 

◆ FacesMaleFacialHair

Enumerator
Cleanshaven 
Thin_mustache 
Mustache_and_patch 
Medium_Mustache 
Waxed_mustache 
Droopy_mustache 
Light_Goatee 
Bushy_goatee 
Waxed_beard_with_shaved_cheeks 
Beard_with_shaved_cheeks 
Trimmed_dutch 
Sideburns 
Medium_Dutch 
Light_short_beard 
Heavy_short_beard 
Pointed_short_beard 
Long_beard 
Heavy_long_beard 
Long_scraggly_beard 
Long_tied_beard 
Drooping_mustache_and_beard 
Tied_beard_shaven_cheeks 
Dutch_tied_beard 

◆ CharacterRestrictionFlags

Enumerator
None 
NotTransferableInPartyScreen 
CanNotGoInHideout 

◆ ActionNotes

Enumerator
DefaultNote 
NoQuarrel 
CourtshipQuarrel 
FiefQuarrel 
ValorStrategyQuarrel 
ResponsibilityStrategyQuarrel 
CalculatingStrategyQuarrel 
VengeanceQuarrel 
DishonestBusinessQuarrel 
RuthlessBusinessQuarrel 
CorruptGangLeaderQuarrel 
CompetingGangLeaderQuarrel 
TroublemakerQuarrel 
ExtortingQuarrel 
HereticQuarrel 
LandCheatingQuarrel 
QuestBetrayal 
QuestSuccess 
QuestFailed 
BattleValor 
HostileAction 
PersuadedToDefect 
PartyHungry 
PartyTakenCareOf 
VillageRaid 
SacrificedTroops 
NPCFreed 
SiegeAftermath 

◆ CampaignGameMode

Enumerator
None 
Campaign 
Tutorial 

◆ HeroGetsBusyReasons

Enumerator
BecomeGovernor 
BecomeEmissary 
BecomeCaravanLeader 
BecomeAlleyLeader 
SolvesIssue 

◆ LogType

Enumerator
None 
Text 
Discreate 
TwoWayContinuous 

◆ ManagedParametersEnum

Enumerator
IsWarDeclarationDisabled 
IsPeaceDeclarationDisabled 
Count 

Function Documentation

◆ WaitDelegate()

delegate void TaleWorlds.CampaignSystem.WaitDelegate ( )

◆ ReferenceAction< T1, T2 >()

delegate void TaleWorlds.CampaignSystem.ReferenceAction< T1, T2 > ( T1  t1,
ref T2  t2 
)

◆ ReferenceAction< T1, T2, T3 >()

delegate void TaleWorlds.CampaignSystem.ReferenceAction< T1, T2, T3 > ( T1  t1,
T2  t2,
ref T3  t3 
)

◆ EventDelegateType()

delegate bool TaleWorlds.CampaignSystem.EventDelegateType ( )

◆ TriggerDelegateType()

delegate void TaleWorlds.CampaignSystem.TriggerDelegateType ( )