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  • 21:06, 4 January 2024 Tayfunwiki talk contribs created page Clan.SetCulture (Created page with "== <code>SetCulture</code> Method in Clan Class == === Overview === The <code>SetCulture</code> method in the Clan class is used to assign a specific culture to the clan, based on the culture's name or ID. This method plays a crucial role in defining the clan's identity, traditions, and practices within the game. === Method Definition === <syntaxhighlight lang="c#"> public void SetCulture(string cultureNameOrId) </syntaxhighlight> === Description === * Parameters: **...") Tag: Visual edit
  • 21:05, 4 January 2024 Tayfunwiki talk contribs created page AddPolicy (Created page with "== <code>AddPolicy</code> Method in Clan Class == === Overview === The <code>AddPolicy</code> method in the Clan class allows for adding a specific policy to the clan based on its name or ID. This method is integral to modifying and shaping the clan's structure and strategy by implementing new policies. === Method Definition === <syntaxhighlight lang="c#"> public void AddPolicy(string policyNameOrId) </syntaxhighlight> === Description === * Parameters: ** <code>polic...") Tag: Visual edit
  • 20:57, 4 January 2024 Tayfunwiki talk contribs created page IsMember (Created page with "== <code>IsMember</code> Method in Clan Class == === Overview === The <code>IsMember</code> method in the Clan class is used to determine whether a specific actor is a member of the clan. This method is crucial for verifying membership status within the clan, impacting gameplay decisions, resource allocation, and narrative elements. === Method Definition === <syntaxhighlight lang="c#"> public bool IsMember(Actor member) </syntaxhighlight> === Description === * Parame...") Tag: Visual edit
  • 20:54, 4 January 2024 Tayfunwiki talk contribs created page AnyPolicy (Created page with "== <code>AnyPolicy</code> Method in Clan Class == === Overview === The <code>AnyPolicy</code> method in the Clan class is designed to check if the clan has accepted any policy. This method is vital for quickly determining the clan's engagement with policies, which can significantly influence gameplay dynamics and clan management. === Method Definition === <syntaxhighlight lang="c#"> public bool AnyPolicy() </syntaxhighlight> === Description === * Returns: <code>True<...") Tag: Visual edit
  • 20:51, 4 January 2024 Tayfunwiki talk contribs created page Clan.HasPolicy (Created page with "== <code>HasPolicy</code> Method in Clan Class == === Overview === The <code>HasPolicy</code> method in the Clan class is used to determine whether the clan has accepted a specific policy. This method is essential for understanding the clan's current policies and their impact on gameplay and clan dynamics. === Method Definition === <syntaxhighlight lang="c#"> public bool HasPolicy(string policyNameOrId); </syntaxhighlight> === Description === * Parameters: ** <code>p...") Tag: Visual edit
  • 20:49, 4 January 2024 Tayfunwiki talk contribs created page GetMember (Created page with "== <code>GetMember</code> Method in Clan Class == === Overview === The <code>GetMember</code> method in the Clan class is designed to retrieve a specific member of the clan based on their role. This method is useful for identifying individual clan members who fulfill particular roles within the clan's structure. === Method Definition === <syntaxhighlight lang="c#"> public Actor GetMember(string roleFilter, bool inclusivePassive = false); </syntaxhighlight> === Descrip...") Tag: Visual edit
  • 20:45, 4 January 2024 Tayfunwiki talk contribs created page GetMembers (Created page with "== <code>GetMembers</code> Method in Clan Class == === Overview === The <code>GetMembers</code> method in the Clan class retrieves all members of a clan that match a specific role. This method is essential for filtering and accessing clan members based on their roles within the clan's structure. === Method Definition === <syntaxhighlight lang="c#"> public IEnumerable<Actor> GetMembers(string roleFilter, bool inclusivePassive = false) </syntaxhighlight> === Description...") Tag: Visual edit
  • 20:42, 4 January 2024 Tayfunwiki talk contribs created page OnActorRoleChanged (Created page with "== <code>onActorRoleChanged</code> Event in Clan Class == === Overview === The <code>onActorRoleChanged</code> event in the Clan class is triggered when there is a change in an actor's role within the clan. This event plays a critical role in tracking and responding to changes in the responsibilities and status of clan members. === Event Definition === <syntaxhighlight lang="c#"> public Action<Actor, Role> onActorRoleChanged; </syntaxhighlight> === Description === *...") Tag: Visual edit
  • 20:38, 4 January 2024 Tayfunwiki talk contribs created page OnMemberLeave (Created page with "== <code>onMemberLeave</code> Event in Clan Class == === Overview === The <code>onMemberLeave</code> event in the Clan class is activated when a member leaves the clan. This event is crucial for acknowledging and responding to changes in the clan's composition within the game's world. === Event Definition === <syntaxhighlight lang="c#"> public event Action<Actor> onMemberLeave; </syntaxhighlight> === Description === * Delegate Type: <code>Action<Actor></code> * Purpo...") Tag: Visual edit
  • 20:35, 4 January 2024 Tayfunwiki talk contribs created page OnMemberJoin (Created page with "== <code>onMemberJoin</code> Event in Clan Class == === Overview === The <code>onMemberJoin</code> event in the Clan class is triggered when a new member joins the clan. This event is crucial for recognizing and responding to changes in the clan's membership within the game's world. === Event Definition === <syntaxhighlight lang="c#"> public Action<Actor> onMemberJoin; </syntaxhighlight> === Description === * Delegate Type: <code>Action<Actor></code> * Purpose: Notif...") Tag: Visual edit
  • 20:33, 4 January 2024 Tayfunwiki talk contribs created page OnClanCultureChanged (Created page with "== <code>onClanCultureChanged</code> Event in Clan Class == === Overview === The <code>onClanCultureChanged</code> event in the Clan class is activated when there is a change in the clan's cultural background. This event is crucial for adapting to and reflecting changes in the clan's cultural identity within the game's world. === Event Definition === <syntaxhighlight lang="c#"> public event Action<Culture> onClanCultureChanged; </syntaxhighlight> === Description ===...") Tag: Visual edit
  • 20:29, 4 January 2024 Tayfunwiki talk contribs created page OnClanEmblemChanged (Created page with "== <code>onClanEmblemChanged</code> Event in Clan Class == === Overview === The <code>onClanEmblemChanged</code> event in the Clan class is triggered when the emblem or banner of the clan is changed. This event is essential for keeping track of and responding to alterations in the visual representation of the clan within the game's world. === Event Definition === <syntaxhighlight lang="c#"> public event Action<Sprite> onClanEmblemChanged; </syntaxhighlight> === Descri...") Tag: Visual edit
  • 20:27, 4 January 2024 Tayfunwiki talk contribs created page OnClanNameChanged (Created page with "== <code>onClanNameChanged</code> Event in Clan Class == === Overview === The <code>onClanNameChanged</code> event in the Clan class is triggered when the name of the clan is altered. This event is crucial for monitoring and responding to changes in the identity and representation of the clan within the game. === Event Definition === <syntaxhighlight lang="c#"> public event Action<string> onClanNameChanged; </syntaxhighlight> === Description === * Delegate Type: <cod...") Tag: Visual edit
  • 20:22, 4 January 2024 Tayfunwiki talk contribs created page OnPolicyUnaccepted (Created page with "== <code>onPolicyUnaccepted</code> Event in Clan Class == === Overview === The <code>onPolicyUnaccepted</code> event in the Clan class is activated when a policy previously adopted by the clan is no longer accepted or is revoked. This event plays a critical role in responding to shifts in the clan's strategic or operational guidelines within the game's world. === Event Definition === <syntaxhighlight lang="c#"> public event Action<Policy> onPolicyUnaccepted; </syntaxhi...") Tag: Visual edit
  • 20:21, 4 January 2024 Tayfunwiki talk contribs created page OnPolicyAccepted (Created page with "== <code>onPolicyAccepted</code> Event in Clan Class == === Overview === The <code>onPolicyAccepted</code> event in the Clan class is triggered when a new policy is accepted or adopted by the clan. This event is crucial for responding to changes in the clan's operational guidelines or doctrines within the game's world. === Event Definition === <syntaxhighlight lang="c#"> public event Action<Policy> onPolicyAccepted; </syntaxhighlight> === Description === * Delegate T...") Tag: Visual edit
  • 20:19, 4 January 2024 Tayfunwiki talk contribs created page MemberCount (Created page with "== <code>MemberCount</code> Property in Clan Class == === Overview === The <code>MemberCount</code> property in the Clan class provides the total number of members in the clan. This property is essential for quickly assessing the size and strength of the clan within the game's world. === Property Definition === <syntaxhighlight lang="c#"> public int MemberCount => members.Count; </syntaxhighlight> === Description === * Type: <code>int</code> * Accessibility: Publicly...") Tag: Visual edit
  • 20:17, 4 January 2024 Tayfunwiki talk contribs created page Policies (Created page with "== <code>Policies</code> Property in Clan Class == === Overview === The <code>Policies</code> property in the Clan class represents the set of policies or doctrines adopted by the clan. These policies define the clan's operational and social guidelines within the game's world. === Property Definition === <syntaxhighlight lang="c#"> public IEnumerable<Policy> Policies => policies; </syntaxhighlight> === Description === * Type: <code>IEnumerable<Policy></code> * Access...") Tag: Visual edit
  • 20:15, 4 January 2024 Tayfunwiki talk contribs created page Members (Created page with "== <code>Members</code> Property in Clan Class == === Overview === The <code>Members</code> property in the Clan class provides a collection of actors who are part of the clan. This property is crucial for representing the clan's population and its individual members within the game's world. === Property Definition === <syntaxhighlight lang="c#"> public IEnumerable<Actor> Members => members; </syntaxhighlight> === Description === * Type: <code>IEnumerable<Actor></cod...") Tag: Visual edit
  • 20:14, 4 January 2024 Tayfunwiki talk contribs created page Clan.Culture (Created page with "== <code>Culture</code> Property in Clan Class == === Overview === The <code>Culture</code> property in the Clan class refers to the cultural background associated with the clan. This property is fundamental for defining the clan's identity, traditions, and behaviors within the game's world. === Property Definition === <syntaxhighlight lang="c#"> public Culture Culture { get; private set; } </syntaxhighlight> === Description === * Type: <code>Culture</code> * Accessi...") Tag: Visual edit
  • 20:12, 4 January 2024 Tayfunwiki talk contribs created page Banner (Created page with "== <code>Banner</code> Property in Clan Class == === Overview === The <code>Banner</code> property in the Clan class represents the visual symbol or emblem of the clan, typically depicted as a flag or icon. This property plays a crucial role in visually distinguishing different clans within the game. === Property Definition === <syntaxhighlight lang="c#"> public Sprite Banner { get; private set; } </syntaxhighlight> == <code>Banner</code> Property in Clan Class == ==...") Tag: Visual edit
  • 20:09, 4 January 2024 Tayfunwiki talk contribs created page Clan.Description (Created page with "== <code>Description</code> Property in Clan Class == === Overview === The <code>Description</code> property in the Clan class provides a narrative description of the clan. This property is vital for offering players insights into the clan's background, culture, and characteristics within the game's world. === Property Definition === <syntaxhighlight lang="c#"> public string Description { get; private set; } </syntaxhighlight> === Description === * Type: <code>string...") Tag: Visual edit
  • 20:07, 4 January 2024 Tayfunwiki talk contribs created page ClanName (Created page with "== <code>ClanName</code> Property in Clan Class == === Overview === The <code>ClanName</code> property in the Clan class represents the name of the clan. This property is essential for identifying and referencing clans within the game's narrative and mechanics. === Property Definition === <syntaxhighlight lang="c#"> public string ClanName { get; private set; } </syntaxhighlight> === Description === * Type: <code>string</code> * Accessibility: Publicly gettable, priva...") Tag: Visual edit
  • 20:03, 4 January 2024 Tayfunwiki talk contribs created page Clan.ID (Created page with "== <code>ID</code> Property in Clan Class == === Overview === The <code>ID</code> property in the Clan class represents the unique identifier of a clan. This property is critical for distinguishing between different clans within the game, especially in scenarios involving multiple clans with potentially similar characteristics. === Property Definition === <syntaxhighlight lang="c#"> public string ID { get; private set; } </syntaxhighlight> === Description === * Type:...") Tag: Visual edit
  • 19:59, 4 January 2024 Tayfunwiki talk contribs created page SetTarget (Created page with "== <code>SetTarget</code> Method in Scheme Class == === Overview === The <code>SetTarget</code> method in the Scheme class allows for the assignment of a new target actor to a scheme. This method is crucial in scenarios where the focus or the intended recipient of the scheme's actions needs to be changed. === Syntax === <syntaxhighlight lang="c#"> public void SetTarget(Actor actor) </syntaxhighlight> === Parameters === * <code>actor</code>: An <code>Actor</code> obj...") Tag: Visual edit
  • 19:56, 4 January 2024 Tayfunwiki talk contribs created page SetConspirator (Created page with "== <code>SetConspirator</code> Method in Scheme Class == === Overview === The <code>SetConspirator</code> method in the Scheme class is used to assign a new conspirator to a scheme. This method allows for dynamic changes in the actor responsible for initiating or driving the scheme. === Syntax === <syntaxhighlight lang="c#"> public void SetConspirator(Actor actor) </syntaxhighlight> === Parameters === * <code>actor</code>: An <code>Actor</code> object representing th...") Tag: Visual edit
  • 19:52, 4 January 2024 Tayfunwiki talk contribs created page EndScheme (Created page with "== <code>EndScheme</code> Method in Scheme Class == === Overview === The <code>EndScheme</code> method in the Scheme class is used to conclude a scheme with a specific result. This method is essential for finalizing the outcome of a scheme, marking its completion in the context of the game's narrative or mechanics. === Syntax === <syntaxhighlight lang="c#"> public void EndScheme(SchemeResult result) </syntaxhighlight> === Parameters === * <code>result</code>: A <code...") Tag: Visual edit
  • 19:50, 4 January 2024 Tayfunwiki talk contribs created page Kill (Created page with "== <code>Kill</code> Method in Scheme Class == === Overview === The <code>Kill</code> method in the Scheme class is used to terminate a scheme immediately. This method is crucial for stopping the progression of a scheme, especially in scenarios where the scheme's continuation is no longer relevant or desired within the game's context. === Syntax === <syntaxhighlight lang="c#"> public void Kill(bool dontGoEnd = false) </syntaxhighlight> === Description === * Parameter...") Tag: Visual edit
  • 19:46, 4 January 2024 Tayfunwiki talk contribs created page Resume (Created page with "== <code>Resume</code> Method in Scheme Class == === Overview === The <code>Resume</code> method in the Scheme class is used to restart a scheme that has been previously paused. This functionality is essential for resuming the progression of schemes that were temporarily halted. === Syntax === <syntaxhighlight lang="c#"> public void Resume() </syntaxhighlight> === Description === * This method checks if the <code>Schemer</code> (the entity managing the scheme) is not...") Tag: Visual edit
  • 19:44, 4 January 2024 Tayfunwiki talk contribs created page Pause (Created page with "== <code>Pause</code> Method in Scheme Class == === Overview === The <code>Pause</code> method in the Scheme class is used to temporarily halt the progression of a scheme. This functionality is important in scenarios where the game needs to suspend the actions or effects of a particular scheme temporarily. === Syntax === <syntaxhighlight lang="c#"> public void Pause() </syntaxhighlight> === Description === * The method checks if the <code>Schemer</code> (the controll...") Tag: Visual edit
  • 19:39, 4 January 2024 Tayfunwiki talk contribs created page OnTargetChanged (Created page with "== <code>onTargetChanged</code> Event in Scheme Class == === Overview === The <code>onTargetChanged</code> event in the Scheme class is triggered when there is a change in the target actor of a scheme. This event allows the game to dynamically respond to alterations in the scheme's target. === Event Definition === <syntaxhighlight lang="c#"> public static event Action<Scheme, Actor> onTargetChanged; </syntaxhighlight> === Description === * Parameters: ** <code>Scheme...") Tag: Visual edit
  • 19:36, 4 January 2024 Tayfunwiki talk contribs created page OnConspiratorChanged (Created page with "== <code>onConspiratorChanged</code> Event in Scheme Class == === Overview === The <code>onConspiratorChanged</code> event in the Scheme class is triggered when the conspirator of a scheme is changed. This event provides a way to respond dynamically to changes in the scheme's initiator within the game. === Event Definition === <syntaxhighlight lang="c#"> public static event Action<Scheme, Actor> onConspiratorChanged; </syntaxhighlight> === Description === * Parameter...") Tag: Visual edit
  • 19:32, 4 January 2024 Tayfunwiki talk contribs created page Target (Created page with "== <code>Target</code> Property in Scheme Class == === Overview === The <code>Target</code> property in the Scheme class identifies the actor who is the intended recipient or focus of the scheme. This property is crucial for understanding whom the scheme is directed against or whom it benefits. === Property Definition === <syntaxhighlight lang="c#"> public Actor Target { get; private set; } </syntaxhighlight> === Description === * Type: <code>Actor</code> - Represent...") Tag: Visual edit
  • 19:29, 4 January 2024 Tayfunwiki talk contribs created page Conspirator (Created page with "== <code>Conspirator</code> Property in Scheme Class == === Overview === The <code>Conspirator</code> property in the Scheme class identifies the actor who is the primary instigator or planner of the scheme. This property plays a key role in understanding the source and motivation behind the scheme's initiation. === Property Definition === <syntaxhighlight lang="c#"> public Actor Conspirator { get; private set; } </syntaxhighlight> === Description === * Type: <code>A...") Tag: Visual edit
  • 19:25, 4 January 2024 Tayfunwiki talk contribs created page TargetNotRequired (Created page with "== <code>TargetNotRequired</code> Property in Scheme Class == === Overview === The <code>TargetNotRequired</code> property in the Scheme class indicates whether a specific target actor is not essential for initiating the scheme. This property helps define the nature of the scheme, particularly in terms of its operational requirements. === Property Definition === <syntaxhighlight lang="c#"> [field: SerializeField] public bool TargetNotRequired { get; private set; } </sy...") Tag: Visual edit
  • 19:23, 4 January 2024 Tayfunwiki talk contribs created page HideIfNotCompatible (Created page with "== <code>HideIfNotCompatible</code> Property in Scheme Class == === Overview === The <code>HideIfNotCompatible</code> property in the Scheme class indicates whether the scheme should be hidden from the user interface (UI) when it is not compatible with the current game context or player conditions. === Property Definition === <syntaxhighlight lang="c#"> [field: SerializeField] public bool HideIfNotCompatible { get; private set; } </syntaxhighlight> === Description ===...") Tag: Visual edit
  • 19:12, 4 January 2024 Tayfunwiki talk contribs created page CurrentObjective (Created page with "== <code>CurrentObjective</code> Property in Scheme Class == === Overview === The <code>CurrentObjective</code> property in the Scheme class represents the current goal or task that needs to be accomplished as part of the scheme. It provides a specific, targeted aim for the player to focus on. === Property Definition === <syntaxhighlight lang="c#"> [field: SerializeField] public string CurrentObjective { get; set; } </syntaxhighlight> === Description === * Type: <cod...") Tag: Visual edit
  • 19:08, 4 January 2024 Tayfunwiki talk contribs created page Description (Created page with "== <code>Description</code> Property in Scheme Class == === Overview === The <code>Description</code> property in the Scheme class provides a narrative description of the scheme, offering details about its purpose and implications, such as "Plan to eliminate the target. If it happens, {t*Name} will be eliminated." === Property Definition === <syntaxhighlight lang="c#"> [field: SerializeField] public string Description { get; private set; } </syntaxhighlight> === Descr...") Tag: Visual edit
  • 19:05, 4 January 2024 Tayfunwiki talk contribs created page Icon (Created page with "== <code>Icon</code> Property in Scheme Class == === Overview === The <code>Icon</code> property in the Scheme class holds a visual icon associated with the scheme, providing a graphical representation that reflects its theme or action. === Property Definition === <syntaxhighlight lang="c#"> [field: SerializeField] public Sprite Icon { get; private set; } </syntaxhighlight> === Description === * Type: <code>Sprite</code> - Used in Unity for 2D images. * Accessibility...") Tag: Visual edit
  • 18:29, 4 January 2024 Tayfunwiki talk contribs created page SchemeName (Created page with "== <code>SchemeName</code> Property in Scheme Class == === Overview === The <code>SchemeName</code> property in the Scheme class provides the name of a scheme, such as "Assassination." === Property Definition === <syntaxhighlight lang="c#"> [field: SerializeField] public string SchemeName { get; private set; } </syntaxhighlight> === Description === * Type: <code>string</code> * Accessibility: The property is publicly accessible for reading but can only be set private...") Tag: Visual edit
  • 18:19, 4 January 2024 Tayfunwiki talk contribs created page Schemes.ID (Created page with "== <code>ID</code> Property in Scheme Class == === Overview === The <code>ID</code> property in the Scheme class represents a unique identifier for each scheme instance in the game. === Property Definition === <syntaxhighlight lang="c#"> [field: SerializeField] public string ID { get; private set; } </syntaxhighlight> === Description === * Attribute: <code>[field: SerializeField]</code> - This attribute allows the <code>ID</code> field to be serialized by Unity, enab...") Tag: Visual edit
  • 18:05, 4 January 2024 Tayfunwiki talk contribs created page 1.0.0 (Created page with "''<big>- First Release</big>''") Tag: Visual edit
  • 18:04, 4 January 2024 Tayfunwiki talk contribs deleted page Updates (content was: "=== '''<big>Upcoming Update: Intrigues Version 1.0.1</big>''' === We are excited to announce the forthcoming update to Intrigues, bringing it to version 1.0.1. This update is focused on enhancing the overall stability and usability of the tool. Here are the key improvements you can expect: Minor Bug Fixes: Various small bugs have been identified and resolved, ensurin...", and the only contributor was "Tayfunwiki" (talk))
  • 18:04, 4 January 2024 Tayfunwiki talk contribs created page 1.0.1 (Created page with "=== Intrigues Update Information === ==== Upcoming Update: Intrigues Version 1.0.1 ==== ---- ===== Overview ===== The upcoming release of Intrigues Version 1.0.1 marks an important update for this Unity tool. This update primarily focuses on enhancing overall stability and usability. ===== Key Improvements ===== * Minor Bug Fixes ** Description: Resolution of various small bugs identified in the tool. ** Impact: A smoother and more reliable user experience. * Scheme...") Tag: Visual edit
  • 18:04, 4 January 2024 Tayfunwiki talk contribs created page Updates (Created page with "=== '''<big>Upcoming Update: Intrigues Version 1.0.1</big>''' === We are excited to announce the forthcoming update to Intrigues, bringing it to version 1.0.1. This update is focused on enhancing the overall stability and usability of the tool. Here are the key improvements you can expect: Minor Bug Fixes: Various small bugs have been identified and resolved, ensuring a smoother user experience. Scheme Targeting Issue Resolved: We've fixed a critical issue where scheme...")
  • 16:37, 4 January 2024 Tayfunwiki talk contribs created page IM.IsPlayer (Created page with "== <code>IsPlayer</code> Method in IM Class == === Overview === The <code>IsPlayer</code> method in the IM class is used to determine if a given actor is currently the player in the game. === Syntax === <syntaxhighlight lang="c#"> public static bool IsPlayer(Actor actor) </syntaxhighlight> === Parameters === * <code>actor</code>: The <code>Actor</code> object to be checked. === Functionality === * This method compares the provided <code>Actor</code> object with the...") Tag: Visual edit
  • 16:32, 4 January 2024 Tayfunwiki talk contribs created page IM.GetCompatibleSchemes (Created page with "== <code>GetCompatibleSchemes</code> Method in IM Class == === Overview === The <code>GetCompatibleSchemes</code> method in the IM class provides a list of schemes that an actor, identified as the conspirator, can initiate against a target. === Syntax === <syntaxhighlight lang="c#"> public static IEnumerable<Scheme> GetCompatibleSchemes(Actor conspirator, Actor target = null) </syntaxhighlight> === Parameters === * <code>conspirator</code>: The <code>Actor</code> obj...") Tag: Visual edit
  • 16:27, 4 January 2024 Tayfunwiki talk contribs created page IM.SetVariable (Created page with "== <code>SetVariable</code> and <code>SetVariable<T></code> Methods in IM Class == === Overview === The <code>SetVariable</code> methods in the IM class are designed to set the value of a public variable. There are two versions: a non-generic version for general use, and a generic version that returns the updated variable cast to a specific type <code>T</code>. === Syntax === <syntaxhighlight lang="c#"> public static void SetVariable(string varNameOrId, object value) p...") Tag: Visual edit
  • 16:16, 4 January 2024 Tayfunwiki talk contribs created page IM.GetVariable (Created page with "== <code>GetVariable</code> Method in IM Class == === Overview === The <code>GetVariable</code> method in the IM (Intrigue Manager) class retrieves a public variable based on its name or ID. === Syntax === <syntaxhighlight lang="c#"> public static NVar GetVariable(string variableNameOrId) </syntaxhighlight> === Parameters === * <code>variableNameOrId</code>: A string representing either the name or the ID of the desired variable. === Functionality === * Searches th...") Tag: Visual edit
  • 15:58, 4 January 2024 Tayfunwiki talk contribs created page IM.Trigger (Created page with "thumb|Wait Trigger == <code>Trigger</code> Method in IM Class == === Overview === The <code>Trigger</code> method in the IM (Intrigue Manager) class is designed to invoke the <code>onTrigger</code> event, enabling the handling of specific triggers within the game, particularly in relation to schemes. === Description === * Method Signature: <code>public static void Trigger(Scheme scheme, string triggerName, bool value)</code> * Parameters: **...") Tag: Visual edit
  • 15:50, 4 January 2024 Tayfunwiki talk contribs created page SetPlayer (Created page with "== <code>SetPlayer</code> Method in IM Class == === Overview === The <code>SetPlayer</code> method in the IM (Intrigue Manager) class allows for changing the current player character in the game by setting a new <code>Actor</code> as the player. === Description === * Method Signature: <code>public static void SetPlayer(Actor actor)</code> * Parameters: ** <code>actor</code>: The <code>Actor</code> object that is to be set as the new current player. === Functionality...") Tag: Visual edit
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