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Combined display of all available logs of Intrigues Wiki. You can narrow down the view by selecting a log type, the username (case-sensitive), or the affected page (also case-sensitive).
- 14:57, 24 December 2023 Tayfunwiki talk contribs created page OnLeftClan (Created page with "== <code>onLeftClan</code> Event in Actor Class == === Overview === The <code>onLeftClan</code> event within the <code>Actor</code> class is triggered when the actor leaves a clan. This event is essential in games where clan dynamics and affiliations play a significant role in shaping character relationships, gameplay mechanics, and narrative development. === Description === * Event Type: <code>Action<Clan></code> * Functionality: This event is activated when an actor...") Tag: Visual edit
- 14:55, 24 December 2023 Tayfunwiki talk contribs created page OnJoinedClan (Created page with "== <code>onJoinedClan</code> Event in Actor Class == === Overview === The <code>onJoinedClan</code> event within the <code>Actor</code> class is triggered when the actor joins a clan. This event is fundamental in games where clan affiliations influence character dynamics, gameplay mechanics, or the unfolding of the narrative. === Description === * Event Type: <code>Action<Clan></code> * Functionality: Activated when the actor becomes a member of a clan. The event hand...") Tag: Visual edit
- 14:53, 24 December 2023 Tayfunwiki talk contribs created page OnRoleChanged (Created page with "== <code>onRoleChanged</code> Event in Actor Class == === Overview === The <code>onRoleChanged</code> event is an integral part of the <code>Actor</code> class, activated when the actor is assigned a new role. This event plays a crucial role in games where role assignments and changes significantly impact character development, gameplay mechanics, or narrative progression. === Description === * Event Type: <code>Action<Role></code> * Functionality: This event triggers...") Tag: Visual edit
- 14:49, 24 December 2023 Tayfunwiki talk contribs created page OnCultureChanged (Created page with "== <code>onCultureChanged</code> Event in Actor Class == === Overview === The <code>onCultureChanged</code> event is an essential feature of the <code>Actor</code> class, triggered when there is a change in the actor's cultural affiliation. This event is pivotal in games where cultural dynamics play a significant role in character development, narrative progression, or gameplay mechanics. === Description === * Event Type: <code>Action<Culture></code> * Functionality:...") Tag: Visual edit
- 14:47, 24 December 2023 Tayfunwiki talk contribs created page OnPlayerDeath (Created page with "== <code>onPlayerDeath</code> Event in Actor Class == === Overview === The <code>onPlayerDeath</code> event in the <code>Actor</code> class is a critical feature designed to handle the death of the player-character within a game. This event plays a significant role in scenarios where the player's death impacts gameplay, narrative, or triggers specific in-game responses. === Description === * Event Type: <code>Action</code> * Functionality: This event triggers when the...") Tag: Visual edit
- 14:41, 24 December 2023 Tayfunwiki talk contribs created page OnSchemeLoaded (Created page with "== <code>onSchemeLoaded</code> Event in Actor Class == === Overview === The <code>onSchemeLoaded</code> event in the <code>Actor</code> class is triggered when a scheme is loaded from the Intrigue Save System. This event plays a vital role in games where the persistence and retrieval of schemes are integral to gameplay continuity and narrative progression. === Description === * Event Type: <code>Action<Scheme></code> * Functionality: Activated whenever a previously sa...") Tag: Visual edit
- 14:40, 24 December 2023 Tayfunwiki talk contribs created page OnSchemeEnded (Created page with "== <code>onSchemeEnded</code> Event in Actor Class == === Overview === The <code>onSchemeEnded</code> event is a critical component of the <code>Actor</code> class, triggered upon the conclusion of a scheme. It's instrumental in games where the outcomes of schemes drive narrative developments, character interactions, or gameplay changes. === Description of <code>SchemeResult</code> Enum === * Enum Type: <code>SchemeResult</code> * Values: ** <code>None</code>: Indicat...") Tag: Visual edit
- 09:39, 24 December 2023 Tayfunwiki talk contribs created page OnSchemeStarted (Created page with "== <code>onSchemeStarted</code> Event in Actor Class == === Overview === The <code>onSchemeStarted</code> event is an integral part of the <code>Actor</code> class in Unity, designed to handle scenarios when a scheme is initiated by an actor. This event is crucial in games where schemes and strategic actions play a significant role in the gameplay and narrative. === Description === * Event Type: <code>Action<Scheme></code> * Functionality: This event is triggered when...") Tag: Visual edit
- 07:26, 24 December 2023 Tayfunwiki talk contribs created page 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
- 07:08, 24 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 07:06, 24 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 07:03, 24 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 06:57, 24 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 06:47, 24 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 06:45, 24 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 06:44, 24 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 06:37, 24 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 15:39, 23 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 11:59, 23 December 2023 Tayfunwiki talk contribs created page 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
- 11:53, 23 December 2023 Tayfunwiki talk contribs created page 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> ===...") Tag: Visual edit
- 11:52, 23 December 2023 Tayfunwiki talk contribs created page 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 =...") Tag: Visual edit
- 11:49, 23 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 11:47, 23 December 2023 Tayfunwiki talk contribs created page 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 === * <...") Tag: Visual edit
- 11:42, 23 December 2023 Tayfunwiki talk contribs created page 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
- 11:40, 23 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 11:38, 23 December 2023 Tayfunwiki talk contribs created page 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:...") Tag: Visual edit
- 11:37, 23 December 2023 Tayfunwiki talk contribs created page 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 =...") Tag: Visual edit
- 06:00, 23 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 05:59, 23 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 05:58, 23 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 05:56, 23 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 05:55, 23 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 05:52, 23 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 05:44, 23 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 05:40, 23 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 05:39, 23 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 05:39, 23 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 05:38, 23 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 05:37, 23 December 2023 Tayfunwiki talk contribs created page 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#"...") Tag: Visual edit
- 05:32, 23 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 05:31, 23 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 05:30, 23 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 05:28, 23 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 05:27, 23 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 05:25, 23 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 05:24, 23 December 2023 Tayfunwiki talk contribs created page 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) =...") Tag: Visual edit
- 05:22, 23 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 05:16, 23 December 2023 Tayfunwiki talk contribs created page 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 =...") Tag: Visual edit
- 05:03, 23 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit
- 05:02, 23 December 2023 Tayfunwiki talk contribs created page 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...") Tag: Visual edit