M&B: Bannerlord 1.3.14
The horns sound, the ravens gather.
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TaleWorlds.MountAndBlade Namespace Reference

Namespaces

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

Classes

class  Agent
class  AgentBuildData
struct  AgentCapsuleData
class  AgentComponent
class  AgentController
class  AgentDrivenProperties
class  BasicBattleAgentOrigin
class  CustomBattleAgentOrigin
class  AgentProximityMap
struct  AgentSpawnData
class  CommonAIComponent
class  AgentComponentExtensions
class  HumanAIComponent
class  VictoryComponent
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  BehaviorShootFromCliff
 Formation tries to stay on a spot good for archers and disperse to shooting positions if available Either a single world position is given to stay at or a tactical position object can be given to defend If neither is given formation is expected to stay where they stand. 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  DividableTask
class  CircularFormation
class  CircularSchiltronFormation
class  ColumnFormation
 Single file formation. More...
class  MBExtensions
 Extension methods for common usage. More...
class  FormationExtensions
interface  IFormation
interface  IFormationArrangement
interface  IFormationUnit
class  LineFormation
class  TransposedLineFormation
class  RectilinearSchiltronFormation
class  SkeinFormation
 Vee formation. More...
class  SquareFormation
class  WedgeFormation
class  FormationAI
interface  IDetachment
class  DetachmentData
class  DetachmentManager
class  MovementPath
class  OrderController
struct  ArrangementOrder
struct  FacingOrder
struct  FiringOrder
struct  FormOrder
interface  IPointDefendable
struct  MovementOrder
class  OrderComponent
struct  RidingOrder
class  CastleGateAI
class  StonePileAI
class  BallistaAI
class  BatteringRamAI
class  MangonelAI
class  RangedSiegeWeaponAi
class  SiegeLadderAI
class  SiegeTowerAI
class  TrebuchetAI
class  UsableMachineAIBase
class  SiegeWeaponController
class  StrategicArea
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  FormationQuerySystem
interface  IQueryData
class  QueryData< T >
class  QueryLibrary
class  SiegeQuerySystem
class  TeamQuerySystem
class  ArcherPosition
class  AttackEntityOrderSecondaryDetachment
class  ClimbingMachineDetachment
class  SiegeLane
class  DefaultTacticalDecisionCodes
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  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  Threat
struct  AnimationSystemBoneData
struct  AnimationSystemBoneDataBiped
struct  AnimationSystemBoneDataQuadruped
struct  AnimationSystemDataQuadruped
struct  AnimationSystemData
struct  AttackCollisionData
struct  HitParticleResultData
struct  AttackInformation
class  BannerlordConfig
class  BannerlordTableauManager
struct  MBActionSet
 Structure for accessing action sets. More...
class  MBAgentRendererSceneController
class  MBAgentVisuals
struct  ActionIndexCache
struct  MBAnimation
class  MBAPI
struct  DeformKeyData
class  MBBodyProperties
class  Mission
class  MBCommon
class  DebugExtensions
class  MBDebugManager
class  MBEditor
class  MissionManager
class  MissionMethod
class  MissionInfo
class  MBEquipmentMissionExtensions
class  MBGameManager
class  MBGlobals
class  MBItem
class  MBMapScene
class  MBMissile
class  MBMultiplayerData
 MultiplayerData provides functionality to mod creator about multi player data content. More...
class  MusicParameters
interface  IMusicHandler
class  MBMusicManager
struct  MBMusicTrack
struct  MBParticleSystem
struct  BoneBodyTypeData
class  MBSkeletonExtensions
class  MBSoundEvent
struct  MBSoundTrack
class  MBSubModuleBase
struct  MBTeam
class  MBTestRun
class  MBUnusedResourceManager
class  MBWindowManager
class  MessageManager
class  BasicGameStarter
class  BasicMissionTimer
struct  Blow
 Never ever use default constructor of this structure, because ownerid needs to be initialized. More...
struct  BlowWeaponRecord
class  BodyGenerator
class  ClanFriendListService
class  CombatLogManager
struct  CombatLogData
class  CombatSoundContainer
class  ItemPhysicsSoundContainer
class  MiscSoundContainer
class  AgentStatCalculateModel
class  CustomAgentApplyDamageModel
class  CustomBattleAgentStatCalculateModel
class  CustomBattleApplyWeatherEffectsModel
class  CustomBattleAutoBlockModel
class  CustomBattleInitializationModel
class  CustomBattleMoraleModel
class  CustomBattleSpawnModel
class  DamageParticleModel
class  DefaultAgentDecideKilledOrUnconsciousModel
class  DefaultDamageParticleModel
class  DefaultFormationArrangementModel
class  DefaultItemPickupModel
class  DefaultMissionDifficultyModel
class  DefaultStrikeMagnitudeModel
class  MultiplayerAgentApplyDamageModel
class  MultiplayerAgentStatCalculateModel
class  MultiplayerBattleBannerBearersModel
class  MultiplayerBattleInitializationModel
class  MultiplayerBattleMoraleModel
class  MultiplayerBattleSpawnModel
class  ConsolesModuleExtension
class  CosmeticsManagerHelper
class  CustomBattleBannerBearersModel
class  CustomBattleCombatant
class  CustomBattleTroopSupplier
class  BattleSideSpawnPathSelector
class  BattleSpawnPathSelector
class  DefaultDeploymentPlan
class  DefaultFormationDeploymentPlan
class  DefaultMissionDeploymentPlan
class  DefaultTeamDeploymentPlan
struct  FormationDeploymentOrder
 Encodes a key to sort formations with respect to their deployment order within flanks. More...
struct  FormationSceneSpawnEntry
 Represents a scene entry object to spawn a formation within scenes with artist prepared spawn positions. More...
interface  IFormationDeploymentPlan
interface  IMissionDeploymentPlan
struct  SpawnPathData
class  EditorGame
class  EditorGameManager
class  FaceGen
struct  SkinGenerationParams
struct  FaceGenerationParams
struct  FactoredNumber
class  Formation
class  FormationPocket
 Formation pocket with a priority function. Used to mass transfer agents between formations. More...
class  GameEntityExtensions
 Game Entity class. More...
class  ArmyManagementHotkeyCategory
class  BoardGameHotkeyCategory
class  ChatLogHotKeyCategory
class  CombatHotKeyCategory
class  ConversationHotKeyCategory
class  CraftingHotkeyCategory
class  FaceGenHotkeyCategory
class  GameKeyMainCategories
class  GameKeyTextExtensions
class  GenericCampaignPanelsGameKeyCategory
class  GenericGameKeyContext
class  GenericPanelGameKeyCategory
class  InventoryHotKeyCategory
class  MapHotKeyCategory
class  MapNotificationHotKeyCategory
class  MissionOrderHotkeyCategory
class  MultiplayerHotkeyCategory
class  PartyHotKeyCategory
class  PollHotkeyCategory
class  ScoreboardHotKeyCategory
class  GameStartupInfo
class  BannerBuilderState
class  EditorState
class  GameLoadingState
class  InitialState
class  InitialStateOption
class  MissionState
interface  IMissionSystemHandler
class  ProfileSelectionState
class  UnspecifiedDedicatedServerState
class  VideoPlaybackState
interface  IFaceGeneratorHandler
class  IncrementalTimer
class  ItemCollectionElementMissionExtensions
class  WeaponComponentMissionExtensions
interface  IVisible
struct  KillingBlow
class  CoreManaged
class  MBSceneUtilities
struct  CompassItemUpdateParams
class  CompassMarker
class  MissionEquipment
class  MissionGameModels
class  MissionObject
struct  MissionObjectId
class  BannerlordMissions
interface  IBattleEndLogic
interface  IMissionAgentSpawnLogic
interface  IMissionListener
interface  IMissionBehavior
interface  IAgentStateDecider
interface  IFlagRemoved
interface  ICommanderInfo
interface  IAnalyticsFlagInfo
interface  IBattlePowerCalculationLogic
interface  IPlayerInputEffector
interface  IVehicleHandler
class  MissionBehavior
class  MissionCombatMechanicsHelper
class  MissionFocusableObjectInformationProvider
struct  FocusableObjectInformation
class  AgentCommonAILogic
class  AgentHumanAILogic
class  AgentVictoryLogic
class  AssignPlayerRoleInTeamMissionController
class  BannerBearerLogic
 Primary logic for the banner bearers feature. This should be added to all missions that support banner bearers. More...
class  BasicLeaveMissionLogic
class  BattleDeploymentMissionController
class  BattleEndLogic
class  BattleHighlightsController
class  BattleViewModel
class  TroopMissionInfo
class  BattleMissionStarterLogic
class  BattleObserverMissionLogic
class  BattlePowerCalculationLogic
class  BattleReinforcementsSpawnController
 Enables/disables reinforcements in a mission for both battle sides. More...
class  CasualtyHandler
class  CustomBattleAgentLogic
 Mission Behavior responsible for tracking kills, awarding xp and triggering appropriate events for BattleObserver. More...
class  DeploymentHandler
class  DeploymentMissionController
class  EquipmentControllerLeaveLogic
class  GeneralsAndCaptainsAssignmentLogic
 Logic that automatically assigns formation captains to teams when initial formations are spawned Player team assignments are only made if player cannot deploy with Order of Battle (OOB) Works together with CreateBodyguardMissionBehavior and BannerBearerLogic if they are available. More...
class  HighlightsController
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...
class  MissionAgentPanicHandler
 This class is used to optimize (by batch updating) panicked/fleeing agents. More...
class  MissionAgentSpawnLogic
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  MissionDeploymentPlanningLogic
class  MissionHardBorderPlacer
 Places the hard border boundary. More...
class  MissionLogic
class  MissionQuestConversationHandler
class  MissionSiegeEnginesLogic
struct  MissionSpawnSettings
class  RecordMissionLogic
class  ReplayMissionLogic
class  SallyOutEndLogic
class  SallyOutMissionController
class  SallyOutMissionNotificationsHandler
class  SallyOutReinforcementSpawnTimer
class  SiegeDeploymentMissionController
class  SiegeMissionPreparationHandler
class  MissionNetwork
class  MissionRecorder
class  MissionReinforcementsHelper
struct  MissionTime
class  MissionTimer
class  MissionTimeTracker
interface  IScoreboardData
interface  IRoundComponent
class  MissionBattleSchedulerClientComponent
class  MissionCommunityClientComponent
class  MissionCustomGameClientComponent
class  MissionLobbyComponent
class  MissionLobbyEquipmentNetworkComponent
class  MissionNetworkComponent
class  MissionScoreboardComponent
class  BotData
class  MissionMultiplayerGameModeBaseClient
class  MissionMultiplayerGameModeDuelClient
class  MissionMultiplayerGameModeFlagDominationClient
class  MissionMultiplayerSiegeClient
class  MissionMultiplayerTeamDeathmatchClient
class  MissionMultiplayerDuel
class  MissionMultiplayerFlagDomination
class  MissionMultiplayerGameModeBase
class  MissionMultiplayerSiege
class  MissionMultiplayerTeamDeathmatch
class  MultiplayerGameNotificationsComponent
class  MultiplayerMissionAgentVisualSpawnComponent
class  MultiplayerPollComponent
class  MultiplayerRoundComponent
class  MultiplayerRoundController
class  MultiplayerTeamSelectComponent
class  MultiplayerTimerComponent
class  MultiplayerWarmupComponent
class  SpawnComponent
class  AgentVisualsData
interface  IAgentVisualCreator
interface  IAgentVisual
class  AgentVisualHolder
class  PeerVisualsHolder
class  VoiceChatHandler
class  MissionRepresentativeBase
class  FFASpawnFrameBehavior
class  FlagDominationSpawnFrameBehavior
class  SiegeSpawnFrameBehavior
class  SpawnFrameBehaviorBase
class  FlagDominationSpawningBehavior
class  SiegeSpawningBehavior
class  SpawningBehaviorBase
class  WarmupSpawningBehavior
class  ViewMethod
struct  MissionWeapon
class  Module
interface  IEditorMissionTester
class  MBCallback
class  ModuleExtensions
class  MonsterExtensions
class  MonsterMissionData
class  MonsterMissionDataCreator
class  MPPerksAgentComponent
class  MultiplayerGameMode
struct  NavigationData
class  BannerlordFriendListService
class  BannerlordNetwork
class  CommunityClient
interface  ICommunityClientHandler
class  CommunityGameJoinData
class  CompressionBasic
class  CompressionInfo
class  CustomGameBannedPlayerManager
class  CustomGameUsableMap
class  DefineGameNetworkMessageTypeForMod
class  DefineSynchedMissionObjectTypeForMod
class  GameNetwork
interface  IGameNetworkHandler
class  BaseNetworkComponentData
class  ChatBox
class  LobbyNetworkComponent
class  CompressionMatchmaker
class  CompressionMission
class  IntermissionVoteItem
class  IntermissionVoteItemListExtensions
class  MissionPeer
class  ModuleNetworkData
class  TeammateColorsExtensions
class  MultiplayerClassDivisions
class  MultiplayerIntermissionVotingManager
class  MultiplayerOptions
class  MultiplayerOptionsExtensions
class  PeerExtensions
class  MPOnSpawnPerkEffect
interface  IOnSpawnPerkEffect
class  MPOnSpawnPerkEffectBase
class  MPPerkCondition
class  MPPerkCondition< T >
class  MPPerkEffect
class  MPPerkEffectBase
interface  IReadOnlyPerkObject
class  MPPerkObject
class  MPPerkSelectionManager
class  MPRandomOnSpawnPerkEffect
class  RoundStateExtensions
class  MultiplayerGameTypes
class  MultiplayerGameTypeInfo
class  MultiplayerGlobalMutedPlayersManager
class  NetworkCommunicator
class  NetworkMain
class  NetworkCommunication
class  NotificationProperty
 Applying this attribute to a method in BannerlodNetwork.cs makes that method available as a console command for dedicated server. More...
class  PlayerConnectionInfo
class  MultiplayerOptionsProperty
 Applying this attribute to a property in MultiplayerOptions.cs does the following things: More...
class  ConsoleCommandMethod
 Applying this attribute to a method in BannerlodNetwork.cs makes that method available as a console command for dedicated server. More...
class  UdpNetworkComponent
interface  IUdpNetworkHandler
class  AnimatedFlag
class  Bird
class  BoundaryWallView
class  CameraDisplay
class  CaptureTheFlagCapturePoint
class  ColorAssigner
class  DefencePoint
class  DestructedPrefabInfoMissionObject
class  ExitDoor
class  FleePosition
class  HideoutSpawnPointGroup
class  LightCycle
class  Lightning
class  MapAtmosphereProbe
class  Mover
class  MultiplayerSceneValidator
class  PathTracker
class  RandomParticleSpawner
class  RoadPoint
class  RoadStart
class  ScenePropDecal
class  ScenePropNegativeLight
class  ScenePropPositiveLight
class  Ballista
class  BatteringRam
class  CastleGate
class  DeploymentPoint
class  DestructableComponent
class  DestructableMissionObject
class  FireBallista
class  FireMangonel
interface  ICastleKeyPosition
interface  IPrimarySiegeWeapon
class  LadderQueueManager
class  Mangonel
class  Markable
interface  IPathHolder
class  PathLastNodeFixer
class  RangedSiegeWeapon
 Base class for ranged siege weapons that can shoot. More...
class  SiegeLadder
class  SiegeTower
class  SiegeWeapon
interface  IMoveableSiegeWeapon
class  SiegeWeaponMovementComponent
class  RestrictedAccess
class  SpawnerEntityEditorHelper
class  SpawnerEntityMissionHelper
class  StandingPoint
class  StandingPointForRangedArea
class  StandingPointWithAgentLimit
class  StandingPointWithTeamLimit
class  StandingPointWithVolumeBox
class  StandingPointWithWeaponRequirement
class  TrajectoryVisualizer
class  Trebuchet
class  TrebuchetSpawner
class  WallSegment
class  SoundPlayer
class  SynchedMissionObject
struct  BaseSynchedMissionObjectReadableRecord
interface  ISynchedMissionObjectReadableRecord
class  TacticalPosition
class  TacticalRegion
class  TestScript
class  TrainingIcon
class  TutorialArea
class  UsableMissionObjectComponent
class  ClearHandInverseKinematicsOnStopUsageComponent
class  DebugSiegeBehavior
class  DropExtraWeaponOnStopUsageComponent
class  DuelZoneLandmark
interface  IFocusable
interface  IOrderable
interface  IOrderableWithInteractionArea
interface  ITargetable
interface  IUsable
class  OverrideStrikeAndDeathActionDuringUsageComponent
class  ResetAnimationOnStopUsageComponent
class  ResetGravityExclusionAndEntityAttachmentOnStopUsageComponent
class  SpawnedItemEntity
class  StonePile
class  UsableGameObjectGroup
class  UsableMachine
class  UsableMissionObject
class  VertexAnimator
class  VolumeBox
class  WaterPathPoint
class  WaveFloater
class  WindMill
class  ManagedOptions
class  OrderOfBattleFormationExtensions
class  RandomTimer
 RandomTimer class inherits Timer class and adds alarming at random times between minimum and maximum time limits. More...
class  RecentPlayersFriendListService
class  MBInitialScreenBase
class  MBProfileSelectionScreenBase
class  SkinVoiceManager
class  Team
class  TroopFilteringUtilities
 Helper class which keeps static method for troop filtering operations using troop trait masks. More...
class  ViewCreatorModule
class  VisualShipFactory
 Factory class for instantiating visual ship and ship components to be used for Campaign and UI purposes. More...
struct  WeaponData
struct  WeaponInfo
class  WeaponSpawner
struct  WeaponStatsData

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 ,
  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  HumanWalkingMovementMode {
  Running = 0 ,
  Walking ,
  CrouchRunning ,
  CrouchWalking ,
  Swimming ,
  Diving ,
  MovementModesCount
}
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_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_jump_loop = 0x0000000000000051 ,
  amf_priority_jump_end = 0x0000000000000052 ,
  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_attach_sound_to_agent = 0x0000000400000000 ,
  anf_spawn_particle = 0x0000000800000000 ,
  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_enforce_weapon_tip_with_rope_stretched = 0x0004000000000000 ,
  anf_enforce_weapon_tip_with_rope_relaxed = 0x0008000000000000 ,
  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 ,
  StealthA = 8 ,
  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 ,
  VikingSeaBattle1 = 10241 ,
  VikingSeaBattle2 = 10242 ,
  MediterraneanSeaBattle1 = 10243 ,
  NavalMainTheme = 10244 ,
  BattleNord = 10246 ,
  NordCampaign = 10247 ,
  SeaCampaignNorthern = 10248 ,
  SeaCampaignSouthern = 10249
}
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  FormationDeploymentFlank {
  Front = 0 ,
  Left = 1 ,
  Right = 2 ,
  Rear = 3 ,
  Count = 4
}
 Flanks control how formations are arranged and deployed during missions. More...
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 ,
  ManageFleetWindow ,
  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 ,
  SelectLeftFormation ,
  SelectRightFormation ,
  ApplySelection ,
  ToggleSelection ,
  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 {
  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 ,
  IsShip = 0x200
}
enum  TerrainTypeSoundSlot : uint {
  Dismounted ,
  ArmyDismounted ,
  ArmyMounted ,
  Mounted ,
  Mounted_slow ,
  Caravan ,
  Ambient
}

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 GetFocusableObjectInteractionTextsDelegate (Agent requesterAgent, IFocusable focusableObject, bool isInteractable, out FocusableObjectInformation focusableObjectInformation)
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 
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 

◆ HumanWalkingMovementMode

Enumerator
Running 
Walking 
CrouchRunning 
CrouchWalking 
Swimming 
Diving 
MovementModesCount 

◆ 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_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_jump_loop 
amf_priority_jump_end 
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_attach_sound_to_agent 
anf_spawn_particle 
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_enforce_weapon_tip_with_rope_stretched 
anf_enforce_weapon_tip_with_rope_relaxed 
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 
StealthA 
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 
VikingSeaBattle1 
VikingSeaBattle2 
MediterraneanSeaBattle1 
NavalMainTheme 
BattleNord 
NordCampaign 
SeaCampaignNorthern 
SeaCampaignSouthern 

◆ 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 

◆ FormationDeploymentFlank

Enumerator
Front 
Left 
Right 
Rear 
Count 

◆ 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 
ManageFleetWindow 
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 
SelectLeftFormation 
SelectRightFormation 
ApplySelection 
ToggleSelection 
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
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 
IsShip 

◆ TerrainTypeSoundSlot

Enumerator
Dismounted 
ArmyDismounted 
ArmyMounted 
Mounted 
Mounted_slow 
Caravan 
Ambient 

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 ( )

◆ GetFocusableObjectInteractionTextsDelegate()

delegate void TaleWorlds.MountAndBlade.GetFocusableObjectInteractionTextsDelegate ( Agent requesterAgent,
IFocusable focusableObject,
bool isInteractable,
out FocusableObjectInformation focusableObjectInformation )

◆ 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]