User contributions for Tayfunwiki
24 December 2023
- 08:3508:35, 24 December 2023 diff hist +1,724 CreateActor No edit summary Tag: Visual edit
- 08:2708:27, 24 December 2023 diff hist −26 CreateActor →Usage Tag: Visual edit
- 08:2608:26, 24 December 2023 diff hist +2,968 N CreateActor Created page with "== <code>CreateActor</code> Methods in RuntimeActor Class == === Overview === The <code>CreateActor</code> methods in the <code>RuntimeActor</code> class are used to create new actors within the game. These methods are essential for dynamically introducing new characters, such as when a child is born or a new character enters the storyline. === Method 1: CreateActor with Out Parameters === ==== Syntax ==== <syntaxhighlight lang="c#"> public static void CreateActor(str..." Tag: Visual edit
- 08:2308:23, 24 December 2023 diff hist +136 Main Page No edit summary Tag: Visual edit
- 08:0808:08, 24 December 2023 diff hist +2,290 N Trigger Created page with "== <code>Trigger</code> Method in Actor Class == === Overview === The <code>Trigger</code> method is used to send a specific trigger to the actor. This function is crucial in games with event-driven mechanics, where triggers can initiate or influence various actions or events related to an actor. === Syntax === <syntaxhighlight lang="c#"> public void Trigger(string triggerName, bool value) </syntaxhighlight> === Parameters === * triggerName (string): The name of the..." current Tag: Visual edit
- 08:0608:06, 24 December 2023 diff hist +2,001 N SetCulture Created page with "== <code>SetCulture</code> Method in Actor Class == === Overview === The <code>SetCulture</code> method is designed to change the culture of an actor based on a specified culture name or ID. This function is crucial in games where culture influences character behavior, relationships, or game mechanics. === Syntax === <syntaxhighlight lang="c#"> public void SetCulture(string cultureNameOrId) </syntaxhighlight> === Parameters === * cultureNameOrId (string): The name or..." current Tag: Visual edit
- 08:0308:03, 24 December 2023 diff hist +2,639 N SetVariable Created page with "== <code>SetVariable</code> Methods in Actor Class == === Overview === The <code>SetVariable</code> methods are designed to update private variables associated with an actor. These methods are crucial in games that require dynamic modification of character attributes, enhancing gameplay and narrative interaction. === Method Variations === # Basic <code>SetVariable</code>: Updates a variable's value without type specificity. # Generic <code>SetVariable</code>: Updates..." current Tag: Visual edit
- 07:5707:57, 24 December 2023 diff hist +2,346 N GetVariable Created page with "== <code>GetVariable</code> Methods in Actor Class == === Overview === The <code>GetVariable</code> methods in the <code>Actor</code> class are used to retrieve private variables of different types from an actor. These methods are essential in games where actors have customizable attributes or states stored as variables. === Method Variations === # GetVariable (Generic Type): Retrieves a private variable and casts it to a specified type. # GetVariable (NVar Type): Ret..." current Tag: Visual edit
- 07:4807:48, 24 December 2023 diff hist +32 Main Page No edit summary Tag: Visual edit
- 07:4807:48, 24 December 2023 diff hist +71 Main Page No edit summary Tag: Visual edit
- 07:4707:47, 24 December 2023 diff hist +2,003 N GetCompatibleSchemes Created page with "== <code>GetCompatibleSchemes</code> Method in Actor Class == === Overview === The <code>GetCompatibleSchemes</code> method is used to list all the schemes that an actor can initiate against a specific target. This function is essential in games where strategizing against other characters is a key element of gameplay. === Syntax === <syntaxhighlight lang="c#"> public IEnumerable<Scheme> GetCompatibleSchemes(Actor target) </syntaxhighlight> === Parameters === * target..." current Tag: Visual edit
- 07:4507:45, 24 December 2023 diff hist +1,909 N SetInheritor Created page with "== <code>SetInheritor</code> Method in Actor Class == === Overview === The <code>SetInheritor</code> method is designed to set the inheritor status of an actor. This function is key in games where inheritance plays a role in the storyline, character progression, or gameplay mechanics. === Syntax === <syntaxhighlight lang="c#"> public void SetInheritor(bool inheritor) </syntaxhighlight> === Parameters === * inheritor (bool): Determines the inheritor status of the acto..." current Tag: Visual edit
- 07:4407:44, 24 December 2023 diff hist +2,360 N SetState Created page with "== <code>SetState</code> Method in Actor Class == === Overview === The <code>SetState</code> method allows for setting the state of an actor, indicating whether they are alive or deceased. This function is fundamental in games where the status of characters significantly impacts the gameplay, story progression, or character interactions. === Syntax === <syntaxhighlight lang="c#"> public void SetState(IState state, bool noninheritor = false) </syntaxhighlight> === Para..." current Tag: Visual edit
- 07:3807:38, 24 December 2023 diff hist +64 Main Page No edit summary Tag: Visual edit
- 07:3707:37, 24 December 2023 diff hist +2,214 N GetScheme Created page with "== <code>GetScheme</code> Method in Actor Class == === Overview === The <code>GetScheme</code> method is designed to retrieve an active scheme targeting a specific actor, if such a scheme exists. This function is key in games where monitoring and responding to ongoing schemes is crucial to gameplay and character strategy. === Syntax === <syntaxhighlight lang="c#"> public Scheme GetScheme(string schemeNameOrId, Actor target) </syntaxhighlight> === Parameters === * sch..." current Tag: Visual edit
- 07:3607:36, 24 December 2023 diff hist +17 Main Page No edit summary Tag: Visual edit
23 December 2023
- 16:3916:39, 23 December 2023 diff hist +8 Main Page No edit summary Tag: Visual edit
- 16:3916:39, 23 December 2023 diff hist +1,784 N StartScheme Created page with "== <code>StartScheme</code> Method in Actor Class == === Overview === The <code>StartScheme</code> method is used to initiate a scheme against a specified target actor. It's an essential function in games where strategic actions, plots, and character interactions are driven by various schemes. === Syntax === <syntaxhighlight lang="c#"> public Scheme StartScheme(string schemeNameOrId, Actor target) </syntaxhighlight> === Parameters === * schemeNameOrId (string): The n..." current Tag: Visual edit
- 16:3716:37, 23 December 2023 diff hist +19 Main Page No edit summary Tag: Visual edit
- 16:3416:34, 23 December 2023 diff hist +4 SchemeIsActive No edit summary current Tag: Visual edit
- 16:3116:31, 23 December 2023 diff hist −909 SchemeIsActive No edit summary Tag: Visual edit
- 12:5912:59, 23 December 2023 diff hist +2,867 N SchemeIsActive Created page with "== <code>SchemeIsActive</code> Method in Actor Class == === Overview === The <code>SchemeIsActive</code> method in the <code>Actor</code> class is designed to verify if a specific scheme is active based on provided conditions. This method is crucial in games where schemes, plots, or strategic actions play a significant role in the narrative, character interactions, or gameplay mechanics. === Syntax === <syntaxhighlight lang="c#"> public bool SchemeIsActive(string schem..." Tag: Visual edit
- 12:5512:55, 23 December 2023 diff hist +22 Main Page No edit summary Tag: Visual edit
- 12:5312:53, 23 December 2023 diff hist +2,160 N RoleDismiss Created page with "== <code>RoleDismiss</code> Method in Actor Class == === Overview === The <code>RoleDismiss</code> method in the <code>Actor</code> class is used to remove any existing role from the actor, leaving them without a specific role. This method is essential in games where a character's role can change or be removed, impacting their abilities, status, or interactions within the game. === Syntax === <syntaxhighlight lang="c#"> public void RoleDismiss() </syntaxhighlight> ===..." current Tag: Visual edit
- 12:5212:52, 23 December 2023 diff hist +2,686 N SetRole Created page with "== <code>SetRole</code> Methods in Actor Class == === Overview === The <code>SetRole</code> methods in the <code>Actor</code> class are designed to assign a specific role to the actor, either by using a role name or ID, or by directly assigning a <code>Role</code> object. These methods are essential in games where characters' roles define their abilities, responsibilities, or interactions within the game world. === Method 1: Assign Role by Name or ID === ==== Syntax =..." current Tag: Visual edit
- 12:5012:50, 23 December 2023 diff hist +32 Main Page No edit summary Tag: Visual edit
- 12:4912:49, 23 December 2023 diff hist +2,107 N SetAge Created page with "== <code>SetAge</code> Method in Actor Class == === Overview === The <code>SetAge</code> method in the <code>Actor</code> class is used to set the actor's age to a specified value. This method is essential in games where age is a factor that influences gameplay, narrative, character interactions, or character development. === Syntax === <syntaxhighlight lang="c#"> public void SetAge(int age) </syntaxhighlight> === Parameters === * <code>age</code> (int): The desired..." current Tag: Visual edit
- 12:4812:48, 23 December 2023 diff hist +48 Main Page No edit summary Tag: Visual edit
- 12:4712:47, 23 December 2023 diff hist +2,118 N SetPortrait Created page with "== <code>SetPortrait</code> Method in Actor Class == === Overview === The <code>SetPortrait</code> method in the <code>Actor</code> class is used to set the actor's portrait using a specified sprite. This method is crucial in games where visual representation of characters plays a significant role in the gameplay, narrative, or user interface. === Syntax === <syntaxhighlight lang="c#"> public void SetPortrait(Sprite portrait) </syntaxhighlight> === Parameters === * <..." current Tag: Visual edit
- 12:4512:45, 23 December 2023 diff hist +66 SetHeir No edit summary current Tag: Visual edit
- 12:4212:42, 23 December 2023 diff hist +2,365 N SetHeir Created page with "== <code>SetHeir</code> Method in Actor Class == === Overview === The <code>SetHeir</code> method in the <code>Actor</code> class is designed to designate a specified actor as the heir to the current actor. This method is essential in games where succession, inheritance, and lineage are key elements of the gameplay, narrative, or character development. === Syntax === <syntaxhighlight lang="c#"> public void SetHeir(Actor actor) </syntaxhighlight> === Parameters === *..." Tag: Visual edit
- 12:4112:41, 23 December 2023 diff hist +34 Main Page No edit summary Tag: Visual edit
- 12:4012:40, 23 December 2023 diff hist +2,380 N HasPolicy Created page with "== <code>HasPolicy</code> Method in Actor Class == === Overview === The <code>HasPolicy</code> method in the <code>Actor</code> class is used to check if the actor's current clan has a specific policy. This method is crucial in games where clan policies can impact gameplay, character decisions, or narrative elements. === Syntax === <syntaxhighlight lang="c#"> public bool HasPolicy(string policyNameOrId) </syntaxhighlight> === Parameters === * <code>policyNameOrId</co..." current Tag: Visual edit
- 12:3812:38, 23 December 2023 diff hist +2,085 N QuitClan Created page with "== <code>QuitClan</code> Method in Actor Class == === Overview === The <code>QuitClan</code> method in the <code>Actor</code> class allows an actor to leave their current clan. This method is essential in games where clan affiliation is dynamic and can impact the actor's identity, relationships, and role within the game's narrative and mechanics. === Syntax === <syntaxhighlight lang="c#"> public void QuitClan() </syntaxhighlight> === Description === * Functionality:..." current Tag: Visual edit
- 12:3712:37, 23 December 2023 diff hist +33 Main Page No edit summary Tag: Visual edit
- 12:3712:37, 23 December 2023 diff hist +2,521 N JoinClan Created page with "== <code>JoinClan</code> Methods in Actor Class == === Overview === The <code>JoinClan</code> methods in the <code>Actor</code> class are designed to enable an actor to join a specified clan, either through a direct <code>Clan</code> object or by using a clan name or ID. These methods are important in games where clan affiliations play a significant role in the narrative, character development, or gameplay mechanics. === Method 1: Join Clan by Object === ==== Syntax =..." current Tag: Visual edit
- 12:3512:35, 23 December 2023 diff hist +16 Main Page No edit summary Tag: Visual edit
- 07:1507:15, 23 December 2023 diff hist +256 Main Page No edit summary Tag: Visual edit
- 07:0007:00, 23 December 2023 diff hist +2,348 N RemoveSpouses Created page with "== <code>RemoveSpouses</code> Method in Actor Class == === Overview === The <code>RemoveSpouses</code> method in the <code>Actor</code> class enables the actor to divorce all of their current spouses. This method is crucial in games where marital status is dynamic and can change over time, influencing the character's narrative, social relationships, or gameplay mechanics. === Syntax === <syntaxhighlight lang="c#"> public void RemoveSpouses() </syntaxhighlight> === Des..." current Tag: Visual edit
- 06:5906:59, 23 December 2023 diff hist +2,304 N RemoveSpouse Created page with "== <code>RemoveSpouse</code> Method in Actor Class == === Overview === The <code>RemoveSpouse</code> method in the <code>Actor</code> class is designed to dissolve the marital bond between the current actor and a specified actor, effectively simulating a divorce. This method is crucial in games where marital status can change over time, affecting the character's narrative, social dynamics, or gameplay mechanics. === Syntax === <syntaxhighlight lang="c#"> public void Re..." current Tag: Visual edit
- 06:5806:58, 23 December 2023 diff hist +2,504 N AddSpouses Created page with "== <code>AddSpouses</code> Method in Actor Class == === Overview === The <code>AddSpouses</code> method in the <code>Actor</code> class allows for adding multiple actors as spouses to the current actor. This method is essential in games that accommodate polygamous relationships or where multiple marital bonds can play a significant role in the narrative, character development, or gameplay dynamics. === Syntax === <syntaxhighlight lang="c#"> public void AddSpouses(param..." current Tag: Visual edit
- 06:5606:56, 23 December 2023 diff hist +2,465 N AddSpouse Created page with "== <code>AddSpouse</code> Method in Actor Class == === Overview === The <code>AddSpouse</code> method in the <code>Actor</code> class is designed to add a specified actor as a spouse to the current actor. This method is essential in games where marital relationships play a significant role in the narrative, character development, or gameplay mechanics. === Syntax === <syntaxhighlight lang="c#"> public void AddSpouse(Actor spouse, bool joinSpouseFamily = false) </syntax..." current Tag: Visual edit
- 06:5606:56, 23 December 2023 diff hist +76 Main Page No edit summary Tag: Visual edit
- 06:5506:55, 23 December 2023 diff hist +3,348 N AddChild Created page with "== <code>AddChild</code> Methods in Actor Class == === Overview === The <code>AddChild</code> methods in the <code>Actor</code> class are designed to add a child to the actor, either as a single parent or with a specified spouse. These methods are crucial in games where character relationships, lineage, and family dynamics are key elements of gameplay, narrative, or character development. === Method 1: Add Child as Single Parent === ==== Syntax ==== <syntaxhighlight l..." current Tag: Visual edit
- 06:5206:52, 23 December 2023 diff hist +2,416 N QuitFamily Created page with "== <code>QuitFamily</code> Method in Actor Class == === Overview === The <code>QuitFamily</code> method in the <code>Actor</code> class is designed to allow an actor to quit their current family. This method plays a crucial role in games where family affiliations can change over time, affecting the actor's identity, relationships, and role within the game narrative. === Syntax === <syntaxhighlight lang="c#"> public void QuitFamily(bool forgetOrigin = false) </syntaxhig..." current Tag: Visual edit
- 06:5106:51, 23 December 2023 diff hist +34 Main Page No edit summary Tag: Visual edit
- 06:4406:44, 23 December 2023 diff hist +2,843 N JoinFamily Created page with "== <code>JoinFamily</code> Methods in Actor Class == === Overview === The <code>JoinFamily</code> methods in the <code>Actor</code> class are designed to enable an actor to join a specified family. There are two overloads of this method: one that takes a <code>Family</code> object and another that takes a family name or ID as a string. These methods are crucial in games where family affiliations and dynamics play a significant role in character development, narrative pr..." current Tag: Visual edit
- 06:4306:43, 23 December 2023 diff hist +18 Main Page No edit summary Tag: Visual edit
- 06:4006:40, 23 December 2023 diff hist +2,732 N IsRelative Created page with "== <code>IsRelative</code> Method in Actor Class == === Overview === The <code>IsRelative</code> method in the <code>Actor</code> class is designed to determine whether the actor is a relative of another specified actor. This method encompasses a broad range of familial relationships, making it crucial in games where kinship plays a significant role in the narrative, gameplay mechanics, or character dynamics. === Syntax === <syntaxhighlight lang="c#"> public bool IsRel..." current Tag: Visual edit
- 06:3906:39, 23 December 2023 diff hist +2,758 N IsSisterInLaw Created page with "== <code>IsSisterInLaw</code> Method in Actor Class == === Overview === The <code>IsSisterInLaw</code> method in the <code>Actor</code> class is used to determine whether the actor is a sister-in-law of another specified actor. This method is important in games where familial relationships, particularly those with in-laws, play a significant role in the narrative, gameplay mechanics, or character interactions. === Syntax === <syntaxhighlight lang="c#"> public bool IsSi..." current Tag: Visual edit