User contributions for Tayfunwiki
23 December 2023
- 06:3906:39, 23 December 2023 diff hist +2,748 N IsBrotherInLaw Created page with "== <code>IsBrotherInLaw</code> Method in Actor Class == === Overview === The <code>IsBrotherInLaw</code> method in the <code>Actor</code> class is used to determine whether the actor is a brother-in-law of another specified actor. This method is significant in games where familial relationships, especially in-laws, have a crucial impact on the narrative, gameplay mechanics, or character dynamics. === Syntax === <syntaxhighlight lang="c#"> public bool IsBrotherInLaw(Act..." current Tag: Visual edit
- 06:3806:38, 23 December 2023 diff hist +2,613 N IsGrandchild Created page with "== <code>IsGrandchild</code> Method in Actor Class == === Overview === The <code>IsGrandchild</code> method in the <code>Actor</code> class is used to determine whether the actor is a grandchild of another specified actor. This method is important in games where generational family relationships, such as those with grandchildren, are significant for the narrative, gameplay mechanics, or character interactions. === Syntax === <syntaxhighlight lang="c#"> public bool IsGr..." current Tag: Visual edit
- 06:3706:37, 23 December 2023 diff hist +2,680 N IsGrandparent Created page with "== <code>IsGrandparent</code> Method in Actor Class == === Overview === The <code>IsGrandparent</code> method in the <code>Actor</code> class is designed to determine whether the actor is a grandparent of another specified actor. This method is crucial in games where generational family relationships, such as those with grandparents, have significant implications for the narrative, gameplay mechanics, or character interactions. === Syntax === <syntaxhighlight lang="c#"..." current Tag: Visual edit
- 06:3206:32, 23 December 2023 diff hist +2,388 N IsSibling Created page with "== <code>IsSibling</code> Method in Actor Class == === Overview === The <code>IsSibling</code> method in the <code>Actor</code> class is designed to determine whether the actor is a sibling of another specified actor. This method is important in games where sibling relationships play a significant role in the narrative, character dynamics, or gameplay. === Syntax === <syntaxhighlight lang="c#"> public bool IsSibling(Actor actor) => Siblings().Contains(actor); </syntaxh..." current Tag: Visual edit
- 06:3106:31, 23 December 2023 diff hist +2,528 N IsNiece Created page with "== <code>IsNiece</code> Method in Actor Class == === Overview === The <code>IsNiece</code> method in the <code>Actor</code> class is used to determine whether the actor is a niece of another specified actor. This method is crucial in games where extended family relationships, such as those with nieces, are significant to the narrative, character development, or gameplay mechanics. === Syntax === <syntaxhighlight lang="c#"> public bool IsNiece(Actor actor) => Nieces().C..." current Tag: Visual edit
- 06:3006:30, 23 December 2023 diff hist +2,477 N IsNephew Created page with "== <code>IsNephew</code> Method in Actor Class == === Overview === The <code>IsNephew</code> method in the <code>Actor</code> class determines whether the actor is a nephew of another specified actor. This method is important in games where extended family relationships, especially those of nephews, have a significant impact on the narrative, character dynamics, or gameplay. === Syntax === <syntaxhighlight lang="c#"> public bool IsNephew(Actor actor) => Nephews().Conta..." current Tag: Visual edit
- 06:2806:28, 23 December 2023 diff hist +2,494 N IsAunt Created page with "== <code>IsAunt</code> Method in Actor Class == === Overview === The <code>IsAunt</code> method in the <code>Actor</code> class is designed to determine whether the actor is an aunt of another specified actor. This method is crucial in games where extended family relationships, such as those with aunts, play a significant role in the narrative, gameplay mechanics, or character interactions. === Syntax === <syntaxhighlight lang="c#"> public bool IsAunt(Actor actor) => A..." current Tag: Visual edit
- 06:2706:27, 23 December 2023 diff hist +2,502 N IsUncle Created page with "== <code>IsUncle</code> Method in Actor Class == === Overview === The <code>IsUncle</code> method in the <code>Actor</code> class is designed to determine whether the actor is an uncle of another specified actor. This method is important in games where extended family relationships, such as those with uncles, influence the narrative, gameplay mechanics, or character interactions. === Syntax === <syntaxhighlight lang="c#"> public bool IsUncle(Actor actor) => Uncles().Co..." current Tag: Visual edit
- 06:2506:25, 23 December 2023 diff hist +2,483 N IsParent Created page with "== <code>IsParent</code> Method in Actor Class == === Overview === The <code>IsParent</code> method in the <code>Actor</code> class determines whether the actor is a parent of another specified actor. This method is vital for establishing and validating parent-child relationships within the game, which can significantly impact gameplay mechanics, narrative development, and character interactions. === Syntax === <syntaxhighlight lang="c#"> public bool IsParent(Actor act..." current Tag: Visual edit
- 06:2406:24, 23 December 2023 diff hist +2,534 N IsChild Created page with "== <code>IsChild</code> Method in Actor Class == === Overview === The <code>IsChild</code> method in the <code>Actor</code> class is used to determine whether the actor is a child of another specified actor. This method is crucial for identifying parent-child relationships within the game, which can have significant implications for gameplay, narrative development, and character interactions. === Syntax === <syntaxhighlight lang="c#"> public bool IsChild(Actor actor) =..." current Tag: Visual edit
- 06:2206:22, 23 December 2023 diff hist +2,499 N IsSpouse Created page with "== <code>IsSpouse</code> Method in Actor Class == === Overview === The <code>IsSpouse</code> method in the <code>Actor</code> class is designed to determine if the actor is a spouse of another specified actor. This method is essential in games for identifying marital relationships between characters, which can significantly influence gameplay dynamics, narrative development, and character interactions. === Syntax === <syntaxhighlight lang="c#"> public bool IsSpouse(Act..." current Tag: Visual edit
- 06:1606:16, 23 December 2023 diff hist +2,455 N HasSisterInLaw Created page with "== <code>HasSisterInLaw</code> Property in Actor Class == === Overview === The <code>HasSisterInLaw</code> property in the <code>Actor</code> class is a boolean value indicating whether the actor has any living sisters-in-law. This property is significant in games where familial relationships, including those with in-laws, play a role in the narrative, character interactions, or gameplay mechanics. === Syntax === <syntaxhighlight lang="c#"> public bool HasSisterInLaw =..." current Tag: Visual edit
- 06:0306:03, 23 December 2023 diff hist +2,368 N HasBrotherInLaw Created page with "== <code>HasBrotherInLaw</code> Property in Actor Class == === Overview === The <code>HasBrotherInLaw</code> property in the <code>Actor</code> class is a boolean value that indicates whether the actor has any living brothers-in-law. This property is important in games where familial relationships and connections, such as those with in-laws, can influence the narrative, character interactions, or gameplay. === Syntax === <syntaxhighlight lang="c#"> public bool HasBroth..." current Tag: Visual edit
- 06:0206:02, 23 December 2023 diff hist +2,350 N HasGrandchildren Created page with "== <code>HasGrandchildren</code> Property in Actor Class == === Overview === The <code>HasGrandchildren</code> property in the <code>Actor</code> class is a boolean value that indicates whether the actor has any living grandchildren. This property is essential in games where familial relationships, especially generational connections such as those with grandchildren, play a significant role in the narrative, character development, or gameplay. === Syntax === <syntaxhig..." current Tag: Visual edit
- 06:0006:00, 23 December 2023 diff hist +2,182 N HasNiece Created page with "== <code>HasNiece</code> Property in Actor Class == === Overview === The <code>HasNiece</code> property in the <code>Actor</code> class is a boolean value that indicates whether the actor has any living nieces. This property is vital in games where extended family relationships, such as those with nieces, play a significant role in the narrative, character development, or gameplay. === Syntax === <syntaxhighlight lang="c#"> public bool HasNiece => Nieces(false).Any();..." current Tag: Visual edit
- 05:5905:59, 23 December 2023 diff hist −1 Main Page No edit summary Tag: Visual edit
- 05:5805:58, 23 December 2023 diff hist +2,168 N HasNephew Created page with "== <code>HasNephew</code> Property in Actor Class == === Overview === The <code>HasNephew</code> property in the <code>Actor</code> class is a boolean value that indicates whether the actor has any living nephews. This property is important in games where extended family relationships, such as those with nephews, are significant to the narrative, character development, or gameplay. === Syntax === <syntaxhighlight lang="c#"> public bool HasNephew => Nephews(false).Any()..." current Tag: Visual edit
- 05:5705:57, 23 December 2023 diff hist +2,126 N HasAunt Created page with "== <code>HasAunt</code> Property in Actor Class == === Overview === The <code>HasAunt</code> property in the <code>Actor</code> class is a boolean value indicating whether the actor has any living aunts. This property is important in games where extended family relationships, such as those with aunts, are significant to the narrative, character development, or gameplay. === Syntax === <syntaxhighlight lang="c#"> public bool HasAunt => Aunts(false).Any(); </syntaxhighli..." current Tag: Visual edit
- 05:5505:55, 23 December 2023 diff hist +2,211 N HasUncle Created page with "== <code>HasUncle</code> Property in Actor Class == === Overview === The <code>HasUncle</code> property in the <code>Actor</code> class is a boolean value that indicates whether the actor has any living uncles. This property is crucial in games where extended family relationships, such as those with uncles, play a significant role in the narrative or gameplay. === Syntax === <syntaxhighlight lang="c#"> public bool HasUncle => Uncles(false).Any(); </syntaxhighlight> ==..." current Tag: Visual edit
- 05:5405:54, 23 December 2023 diff hist +2,157 N HasSibling Created page with "== <code>HasSibling</code> Property in Actor Class == === Overview === The <code>HasSibling</code> property in the <code>Actor</code> class is a boolean value that indicates whether the actor has any living siblings. This property is significant in games where familial relationships, such as those with siblings, play a key role in the narrative or gameplay. === Syntax === <syntaxhighlight lang="c#"> public bool HasSibling => Siblings(false).Any(); </syntaxhighlight> =..." current Tag: Visual edit
- 05:5305:53, 23 December 2023 diff hist +2,272 N HasGrandparent Created page with "== <code>HasGrandparent</code> Property in Actor Class == === Overview === The <code>HasGrandparent</code> property in the <code>Actor</code> class is a boolean value that indicates whether the actor has any living grandparents. This property is essential for understanding the actor's extended family structure and is particularly significant in games where generational relationships impact gameplay and narrative. === Syntax === <syntaxhighlight lang="c#"> public bool H..." current Tag: Visual edit
- 05:5205:52, 23 December 2023 diff hist +2,082 N HasParent Created page with "== <code>HasParent</code> Property in Actor Class == === Overview === The <code>HasParent</code> property in the <code>Actor</code> class is a boolean value that indicates whether the actor has any living parents. This property is key in determining the actor's immediate family structure, essential in games where family dynamics and lineage play a significant role. === Syntax === <syntaxhighlight lang="c#"> public bool HasParent => Parents(false).Any(); </syntaxhighlig..." current Tag: Visual edit
22 December 2023
- 08:4408:44, 22 December 2023 diff hist +151 HasChildren No edit summary current Tag: Visual edit
- 08:4208:42, 22 December 2023 diff hist +138 HasSpouse No edit summary current Tag: Visual edit
- 08:3808:38, 22 December 2023 diff hist +2,122 N HasChildren Created page with "== <code>HasChildren</code> Property in Actor Class == === Overview === The <code>HasChildren</code> property in the <code>Actor</code> class is a boolean value that indicates whether the actor has any children. This property is fundamental in determining an actor's familial status within the game, particularly in relation to offspring. === Syntax === <syntaxhighlight lang="c#"> public bool HasChildren => Children(false).Any(); </syntaxhighlight> === Description ===..." Tag: Visual edit
- 08:3608:36, 22 December 2023 diff hist +2,014 N HasSpouse Created page with "== <code>HasSpouse</code> Property in Actor Class == === Overview === The <code>HasSpouse</code> property in the <code>Actor</code> class is used to determine whether the actor currently has a spouse. This boolean property plays a crucial role in games where marital status impacts gameplay, narrative, or character interactions. === Syntax === <syntaxhighlight lang="c#"> public bool HasSpouse => Spouses(false).Any(); </syntaxhighlight> === Description === * Property T..." Tag: Visual edit
- 08:3408:34, 22 December 2023 diff hist +453 Main Page No edit summary Tag: Visual edit
- 08:1608:16, 22 December 2023 diff hist +2,173 N HeirOverridden Created page with "== <code>HeirOverridden</code> Property in Actor Class == === Overview === The <code>HeirOverridden</code> property in the <code>Actor</code> class indicates whether the heir designated for the actor has been overridden. This property is crucial for tracking custom or exceptional heir assignments in games where inheritance, succession, or family dynamics are significant. === Syntax === <syntaxhighlight lang="c#"> public bool HeirOverridden => _overrideHeir != null; </s..." current Tag: Visual edit
- 08:1308:13, 22 December 2023 diff hist +2,351 N FullName Created page with "== <code>FullName</code> Property in Actor Class == === Overview === The <code>FullName</code> property in the <code>Actor</code> class is used to retrieve the complete and formal name of the actor, typically formatted to include the actor's role title, given name, and family name. === Syntax === <syntaxhighlight lang="c#"> public string FullName { get { // logic to construct the full name } } </syntaxhighlight> === Description === * Property Type: <c..." current Tag: Visual edit
- 08:1208:12, 22 December 2023 diff hist +2,116 N Name Created page with "== <code>Name</code> Property in Actor Class == === Overview === The <code>Name</code> property in the <code>Actor</code> class is used to store and retrieve the name of the actor. This property is fundamental for identifying each actor within the game by a human-readable name, enhancing the player's ability to connect with and remember characters. === Syntax === <syntaxhighlight lang="c#"> public string Name { get; protected set; } </syntaxhighlight> === Description..." current Tag: Visual edit
- 08:1108:11, 22 December 2023 diff hist +2,477 N ID Created page with "== <code>ID</code> Property in Actor Class == === Overview === The <code>ID</code> property in the <code>Actor</code> class is used to store and retrieve the unique identifier of the actor. This unique ID is critical for differentiating each actor within the game, especially in systems where identification and tracking of individual actors are essential. === Syntax === <syntaxhighlight lang="c#"> public string ID { get => id; protected set => id = value; } </sy..." current Tag: Visual edit
- 08:0808:08, 22 December 2023 diff hist +64 Main Page No edit summary Tag: Visual edit
- 08:0308:03, 22 December 2023 diff hist +1,952 N IsPlayer Created page with "== <code>IsPlayer</code> Property in Actor Class == === Overview === The <code>IsPlayer</code> property in the <code>Actor</code> class is used to determine whether the actor is designated as the player character within the game. This property is fundamental for differentiating between player-controlled and non-player characters. === Syntax === <syntaxhighlight lang="c#"> public bool IsPlayer => isPlayer; </syntaxhighlight> === Description === * Property Type: <code>..." current Tag: Visual edit
- 08:0208:02, 22 December 2023 diff hist +2,360 N Variables Created page with "== <code>Variables</code> Property in Actor Class == === Overview === The <code>Variables</code> property in the <code>Actor</code> class is a collection that stores private variables associated with the actor. This property plays a key role in managing dynamic data specific to each actor within the game. === Syntax === <syntaxhighlight lang="c#"> [SerializeReference] public List<NVar> Variables = new List<NVar>(); </syntaxhighlight> === Description === * Property Ty..." current Tag: Visual edit
- 08:0008:00, 22 December 2023 diff hist +2,356 N SchemesAgainstToActor Created page with "== <code>SchemesAgainstToActor</code> Property in Actor Class == === Overview === The <code>SchemesAgainstToActor</code> property in the <code>Actor</code> class is designed to retrieve the list of schemes that have been activated against this actor. This property is essential for understanding the actor's position within the game's narrative, particularly in terms of conflicts and strategic dynamics. === Syntax === <syntaxhighlight lang="c#"> public IEnumerable<Scheme..." current Tag: Visual edit
- 07:5907:59, 22 December 2023 diff hist +2,266 Schemes No edit summary current Tag: Visual edit
- 07:5707:57, 22 December 2023 diff hist +2,293 N Portrait Created page with "== <code>Portrait</code> Property in Actor Class == === Overview === The <code>Portrait</code> property in the <code>Actor</code> class is used to represent the visual depiction or image of the actor. This property is crucial for providing a graphical representation of the actor in the game's user interface. === Syntax === <syntaxhighlight lang="c#"> public Sprite Portrait { get; protected set; } </syntaxhighlight> === Description === * Property Type: <code>Sprite</c..." current Tag: Visual edit
- 07:5507:55, 22 December 2023 diff hist +2,475 N Gender Created page with "== <code>Gender</code> Property in Actor Class == === Overview === The <code>Gender</code> property in the <code>Actor</code> class is used to specify the gender of an actor. This property is integral to defining the actor's identity and can play a significant role in the game's dynamics, narrative, and character interactions. === Syntax === <syntaxhighlight lang="c#"> public IGender Gender { get; protected set; } </syntaxhighlight> === Description === * Property Typ..." current Tag: Visual edit
- 07:5207:52, 22 December 2023 diff hist +2,362 N Inheritor Created page with "== <code>Inheritor</code> Property in Actor Class == === Overview === The <code>Inheritor</code> property in the <code>Actor</code> class indicates whether the actor is designated as an inheritor, a status that can be crucial in games that involve succession, inheritance, or lineage-based mechanics. === Syntax === <syntaxhighlight lang="c#"> public bool Inheritor { get; private set; } = true; </syntaxhighlight> === Description === * Property Type: <code>bool</code>...." current Tag: Visual edit
- 07:5107:51, 22 December 2023 diff hist +2,279 N Heir Created page with "== <code>Heir</code> Property in Actor Class == === Overview === The <code>Heir</code> property in the <code>Actor</code> class is designed to identify the heir of an actor, a key element in games involving lineage, inheritance, and succession. === Syntax === <syntaxhighlight lang="c#"> public Actor Heir { get { // logic to determine the heir } } </syntaxhighlight> === Description === * Property Type: <code>Actor</code>. The <code>Heir</code> property..." current Tag: Visual edit
- 07:4807:48, 22 December 2023 diff hist +1,948 N Origin Created page with "== <code>Origin</code> Property in Actor Class == === Overview === The <code>Origin</code> property in the <code>Actor</code> class is used to identify the original family of the actor. This property plays a key role in defining the actor's familial roots and background within the game. === Syntax === <syntaxhighlight lang="c#"> public Family Origin => _origin; </syntaxhighlight> === Description === * Property Type: <code>Family</code>. The <code>Origin</code> proper..." current Tag: Visual edit
- 07:4707:47, 22 December 2023 diff hist +19 Family No edit summary current Tag: Visual edit
- 07:4507:45, 22 December 2023 diff hist +2,353 N Family Created page with "== <code>Family</code> Property in Actor Class == === Overview === The <code>Family</code> property in the <code>Actor</code> class indicates the family to which the actor belongs. It is crucial for defining the actor's familial connections and heritage within the game. === Syntax === <syntaxhighlight lang="c#"> public Family Family => _overrideOrigin ?? _origin; </syntaxhighlight> === Description === * Property Type: <code>Family</code>. This property is of the type..." Tag: Visual edit
- 07:1107:11, 22 December 2023 diff hist +2,224 N Clan Created page with "== <code>Clan</code> Property in Actor Class == === Overview === The <code>Clan</code> property in the <code>Actor</code> class identifies the clan or group to which the actor belongs. This property is crucial for defining the actor's affiliation and plays a significant role in the game's dynamics. === Syntax === <syntaxhighlight lang="c#"> public Clan Clan { get; private set; } </syntaxhighlight> === Description === * Property Type: <code>Clan</code>. This property..." current Tag: Visual edit
- 07:0607:06, 22 December 2023 diff hist +1,954 N Role Created page with "== <code>Role</code> Property in Actor Class == === Overview === The <code>Role</code> property in the <code>Actor</code> class is designed to represent the specific role or function of an actor within the game's context. === Syntax === <syntaxhighlight lang="c#"> public Role Role { get; private set; } </syntaxhighlight> === Description === * Property Type: <code>Role</code>. This property is of the type <code>Role</code>, which is likely a custom class or enumeratio..." current Tag: Visual edit
- 05:2805:28, 22 December 2023 diff hist +48 Main Page No edit summary Tag: Visual edit
- 05:2705:27, 22 December 2023 diff hist +152 Main Page No edit summary Tag: Visual edit
21 December 2023
- 14:5514:55, 21 December 2023 diff hist +2,451 N SistersInLaw Created page with "== <code>SistersInLaw</code> Method in Actor Class == === Overview === The <code>SistersInLaw</code> method in the <code>Actor</code> class is intended to retrieve the sisters-in-law of an actor. This method provides the option to include both living and deceased sisters-in-law based on the provided parameter. === Syntax === <syntaxhighlight lang="c#"> public IEnumerable<Actor> SistersInLaw(bool inclusivePassive = true) </syntaxhighlight> === Parameters === * <code>i..." current Tag: Visual edit
- 14:5314:53, 21 December 2023 diff hist +2,498 N BrothersInLaw Created page with "== <code>BrothersInLaw</code> Method in Actor Class == === Overview === The <code>BrothersInLaw</code> method in the <code>Actor</code> class is used to retrieve the brothers-in-law of an actor. This method includes a parameter to specify whether deceased brothers-in-law should be included in the returned collection. === Syntax === <syntaxhighlight lang="c#"> public IEnumerable<Actor> BrothersInLaw(bool inclusivePassive = true) </syntaxhighlight> === Parameters === *..." current Tag: Visual edit
- 14:5214:52, 21 December 2023 diff hist +2,252 N Aunts Created page with "== <code>Aunts</code> Method in Actor Class == === Overview === The <code>Aunts</code> method in the <code>Actor</code> class is designed to retrieve the aunts of an actor. This method provides the option to include or exclude deceased aunts based on the specified parameter. === Syntax === <syntaxhighlight lang="c#"> public IEnumerable<Actor> Aunts(bool inclusivePassive = true) </syntaxhighlight> === Parameters === * <code>inclusivePassive</code> (bool): This flag in..." current Tag: Visual edit