Hero : MBObjectBase, ITrackableCampaignObject, ITrackableBase

Heroes are all the unique characters in the game. This class contains all the information of these characters and allows you to change them.

Using / Namespaces

Taleworlds.Core

Saveable

System

20204

System.Collections.Generic

System.Linq

System.Xml.Serialization

Heplers

Example of usage

TODO

Variables

Mods

Name

Type

Notes

Value

public const

RelationLimit

int

Max value for relation

100

public const

RelationNeutralLimit

int

Max value for relation with neutral heroes

10

public

LastTimeStampForActivity

int

Last activity timestamp

const

MaximumNumberOfVolunteers

int

TODO

6

public

VolunteerTypes;

TODO

public

NumberOfCreatedParties

int

Number of parties

private readonly

_occupiedByAnEvent

List<string>

TODO

private

_passedTimeAtHomeSettlement;

float

Time at home settlement

private

_characterObject

Character object info

public

FirstName

First name

public

Name

Name

public

Detected

bool

Have you met with hero

public

DaysLeftToRespawn

int

Days for respawn

private

_heroStates

Hero's state

private

_heroTraits

Hero's traits

private

_heroPerks

Hero's perks

private

_heroSkills

Hero's skills

private

_charAttributeValues

int[6]

Character attributes points

public

NeverBecomePrisoner

bool

Will never be prisoner?

private

_alwaysUnconscious;

bool

TODO

public

AlwaysDie

bool

Is hero always dir (for what?)

public

LastVisitTimeOfHomeSettlement

float

Last visit home settlement

public

Level

int

Level of hero

const

HeroWoundedHealthLevel

int

Value, below which hero is wounded

20

private

_companionOf

Clan that include hero?

private

_cachedLastSeenInformation

Heros's last seen info

IsMercenary

IsMercenary

bool

Is hero mercenary

SpcDaysInLocation

SpcDaysInLocation

int

TODO

private

_health

int

Health

private

_birthDay

BearthDay

private

_deathDay

Day of death

private

_power

int

Power

public

VisitedSettlements

Dictionary<Settlement, float>

Visited settlements

private

_clan

Hero's clan

private

_supporterOf

TODO

private

_governorOf

Governor of

private

_ownedWorkshops

List<Workshop>

Owned workshops

private

_ownedCommonAreas

Owned areas

private

_ownedParties

List<PartyBase>

Owned parties

public

Culture

Culture

public

_partyBelongedTo

TODO

private

_stayingInSettlementOfNotable

TODO

public

SpecialItems

List<(ItemObject)[]>

TODO

private

_controversy

float

TODO

private

_hasMet

bool

Has hero met

private

_bornSettlement

Born settlement

private

_gold

int

Gold

public

RandomValue

int

??

public

RandomValueDeterministic

int

??

public

RandomValueRarelyChanging

int

??

private

_father

Father

private

_mother

Mother

private readonly

_exSpouses

List<Hero>

??

public

ExSpouses

Ex. spouses

private

_spouse

Spouse

private readonly

_children

ListHero>

Children

public

IsFertile

bool

Can hero have children

public

IsPregnant

bool

Is hero pregnant now

private reeadonly

_heroDeveloper

TODO

Properties

  • internal StaticBodyProperties StaticBodyProperties { get; set; }

  • CanHaveRecruits - A boolean that details if this hero can have recruits. Preachers, Rural Notables, Mercenaries, Gang Leaders, Merchants, and Headmen can have recruits. This property can only be read, not changed.

Functions

Work in progress

struct HeroLastSeenInformation

Name

Type

Notes

LastSeenPlace

TODO

LastSeenDate

TODO

IsNearbySettlement

bool

TODO

enum CharacterStates

  • NotSpawned

  • Active

  • Fugitive

  • Prisoner

  • Released

  • Dead

  • Disabled

enum FactionRank

  • None = -1

  • Vassal

  • Leader

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