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  • 11:45, 5 January 2024 Tayfunwiki talk contribs created page Role.onRoleNameChanged (Created page with "=== Role Class - <code>onRoleNameChanged</code> Event === ==== Overview ==== The <code>onRoleNameChanged</code> event in the Role class is triggered whenever there is a change in the name of a role. ==== Syntax ==== <syntaxhighlight lang="c#"> public event Action<string> onRoleNameChanged; </syntaxhighlight> ==== Description ==== This event is useful for updating UI elements, game mechanics, or other components that rely on the role's name. The event passes the previo...") Tag: Visual edit
  • 11:40, 5 January 2024 Tayfunwiki talk contribs created page Role.Priority (Created page with "=== Role Class - <code>Priority</code> Property === ==== Overview ==== The <code>Priority</code> property in the Role class indicates the hierarchical importance or precedence of a role within the game's structure. ==== Syntax ==== <syntaxhighlight lang="c#"> [field: SerializeField] public int Priority { get; private set; } </syntaxhighlight> ==== Description ==== The <code>Priority</code> property assigns a numerical value to a role, representing its rank or level of...") Tag: Visual edit
  • 11:34, 5 January 2024 Tayfunwiki talk contribs created page Role.Icon (Created page with "=== Role Class - <code>Icon</code> Property === ==== Overview ==== The <code>Icon</code> property in the Role class is used to retrieve the graphical representation or symbol associated with a specific role. ==== Syntax ==== <syntaxhighlight lang="c#"> [field: SerializeField] public Sprite Icon { get; private set; } </syntaxhighlight> ==== Description ==== This property provides a visual icon for a role, such as an emblem or symbol that represents the nature or status...") Tag: Visual edit
  • 11:32, 5 January 2024 Tayfunwiki talk contribs created page Role.Inheritance (Created page with "=== Role Class - <code>Inheritance</code> Property === ==== Overview ==== The <code>Inheritance</code> property in the Role class indicates whether a role is inheritable, meaning it can be passed down to another actor, typically upon the role holder's death or retirement. ==== Syntax ==== <syntaxhighlight lang="c#"> [field: SerializeField] public bool Inheritance { get; private set; } </syntaxhighlight> ==== Description ==== This property determines whether a role wit...") Tag: Visual edit
  • 11:28, 5 January 2024 Tayfunwiki talk contribs created page Role.Capacity (Created page with "=== Role Class - <code>Capacity</code> Property === ==== Overview ==== The <code>Capacity</code> property in the Role class specifies the maximum number of individuals who can hold a particular role within a clan or similar group. ==== Syntax ==== <syntaxhighlight lang="c#"> [field: SerializeField] public int Capacity { get; private set; } </syntaxhighlight> ==== Description ==== This property defines the limit on how many actors can simultaneously hold a given role....") Tag: Visual edit
  • 11:26, 5 January 2024 Tayfunwiki talk contribs created page Role.TitleForFemale (Created page with "=== Role Class - <code>TitleForFemale</code> Property === ==== Overview ==== The <code>TitleForFemale</code> property in the Role class is used to define specific titles for female actors holding a particular role. ==== Syntax ==== <syntaxhighlight lang="c#"> [field: SerializeField] public string TitleForFemale { get; private set; } </syntaxhighlight> ==== Description ==== This property assigns gender-specific titles to roles, particularly useful in contexts where tit...") Tag: Visual edit
  • 11:22, 5 January 2024 Tayfunwiki talk contribs created page Role.TitleForMale (Created page with "=== Role Class - <code>TitleForMale</code> Property === ==== Overview ==== The <code>TitleForMale</code> property in the Role class specifies the title assigned to male actors for a given role. ==== Syntax ==== <syntaxhighlight lang="c#"> [field: SerializeField] public string TitleForMale { get; private set; } </syntaxhighlight> ==== Description ==== This property is used to define gender-specific titles for roles. It is particularly relevant in settings where titles...") Tag: Visual edit
  • 11:16, 5 January 2024 Tayfunwiki talk contribs created page Role.Description (Created page with "=== Role Class - <code>Description</code> Property === ==== Overview ==== The <code>Description</code> property in the Role class provides a detailed explanation of a character's role within the game. ==== Syntax ==== <syntaxhighlight lang="c#"> [field: SerializeField] public string Description { get; private set; } </syntaxhighlight> ==== Description ==== This property conveys the responsibilities, significance, and general characteristics of a role. It's used to giv...") Tag: Visual edit
  • 11:14, 5 January 2024 Tayfunwiki talk contribs created page Role.RoleName (Created page with "=== Role Class - <code>RoleName</code> Property === ==== Overview ==== The <code>RoleName</code> property in the Role class identifies the name of a role assigned to a character in the game. ==== Syntax ==== <syntaxhighlight lang="c#"> [field: SerializeField] public string RoleName { get; private set; } </syntaxhighlight> ==== Description ==== This property provides a human-readable name for a role, such as "Doctor," "Warrior," or "Leader." It is used to identify the...") Tag: Visual edit
  • 11:11, 5 January 2024 Tayfunwiki talk contribs created page Role.ID (Created page with "=== Role Class - <code>ID</code> Property === ==== Overview ==== The <code>ID</code> property in the Role class uniquely identifies each role within the game. ==== Syntax ==== <syntaxhighlight lang="c#"> [field: SerializeField] public string ID { get; private set; } </syntaxhighlight> ==== Description ==== This property holds a unique identifier for a role, ensuring that each role can be distinctly recognized and referred to within the game's systems. It's crucial for...") Tag: Visual edit
  • 11:06, 5 January 2024 Tayfunwiki talk contribs created page Policy.SetIcon (Created page with "=== Policy Class - <code>SetIcon</code> Method === ==== Overview ==== The <code>SetIcon</code> method in the Policy class allows for updating the visual representation of a policy with a new icon. ==== Syntax ==== <syntaxhighlight lang="c#"> public void SetIcon(Sprite icon) </syntaxhighlight> ==== Description ==== This method is used to change the icon of a policy. Icons are an integral part of UI design, helping players quickly identify different policies. Changing a...") Tag: Visual edit
  • 11:01, 5 January 2024 Tayfunwiki talk contribs created page Policy.SetDescription (Created page with "=== Policy Class - <code>SetDescription</code> Method === ==== Overview ==== The <code>SetDescription</code> method in the Policy class is used to update the description of a policy. ==== Syntax ==== <syntaxhighlight lang="c#"> public void SetDescription(string description) </syntaxhighlight> ==== Description ==== This method allows for dynamically updating the description of a policy during the game. It's useful for providing more context or modifying the narrative a...") Tag: Visual edit
  • 10:29, 5 January 2024 Tayfunwiki talk contribs created page Policy.SetName (Created page with "=== Policy Class - <code>SetName</code> Method === ==== Overview ==== The <code>SetName</code> method in the Policy class is used to change the name of a policy. ==== Syntax ==== <syntaxhighlight lang="c#"> public void SetName(string policyName) </syntaxhighlight> ==== Description ==== This method allows for dynamically updating the name of a policy during runtime. It is particularly useful when policies need to be renamed based on game events or player actions. ====...") Tag: Visual edit
  • 10:22, 5 January 2024 Tayfunwiki talk contribs created page Policy.Icon (Created page with "=== Policy Class - <code>Icon</code> Property === ==== Overview ==== The <code>Icon</code> property in the Policy class represents the visual symbol or graphic associated with a specific policy, like "Economy." ==== Syntax ==== <syntaxhighlight lang="c#"> [field: SerializeField] public Sprite Icon { get; private set; } </syntaxhighlight> ==== Description ==== This property holds a <code>Sprite</code> object which serves as the icon for the policy. It can be used in th...") Tag: Visual edit
  • 10:15, 5 January 2024 Tayfunwiki talk contribs created page Policy.onPolicyNameChanged (Created page with "=== Policy Class - <code>onPolicyNameChanged</code> Event === ==== Overview ==== The <code>onPolicyNameChanged</code> event in the Policy class is triggered when the name of a policy is changed. It's useful for updating UI elements or other game components that depend on the policy name. ==== Syntax ==== <syntaxhighlight lang="c#"> public event Action<string> onPolicyNameChanged; </syntaxhighlight> ==== Description ==== This event is attached to a specific policy and...") Tag: Visual edit
  • 10:01, 5 January 2024 Tayfunwiki talk contribs created page Policy.Description (Created page with "== <code>Description</code> Property in Policy Class == === Overview === The <code>Description</code> property in the Policy class is essential for providing detailed information about each policy within the game. It enriches player understanding by elaborating on what each policy entails and its implications in the game world. === Property Definition === <syntaxhighlight lang="c#"> [field: SerializeField] public string Description { get; private set; } </syntaxhighlig...") Tag: Visual edit
  • 00:00, 5 January 2024 Tayfunwiki talk contribs created page Policy.PolicyName (Created page with "== <code>PolicyName</code> Property in Policy Class == === Overview === The <code>PolicyName</code> property in the Policy class serves as a key attribute for defining and recognizing different policies within the game. It provides a human-readable name for each policy, crucial for both players and developers. === Property Definition === <syntaxhighlight lang="c#"> [field: SerializeField] public string PolicyName { get; private set; } </syntaxhighlight> === Descriptio...") Tag: Visual edit
  • 23:59, 4 January 2024 Tayfunwiki talk contribs created page Policy.ID (Created page with "== <code>ID</code> Property in Policy Class == === Overview === The <code>ID</code> property in the Policy class is crucial for uniquely identifying each policy within the game's framework. This property is vital for managing and referencing different policies effectively. === Property Definition === <syntaxhighlight lang="c#"> [field: SerializeField] public string ID { get; private set; } </syntaxhighlight> === Description === * <code>ID</code> holds a unique identi...") Tag: Visual edit
  • 23:45, 4 January 2024 Tayfunwiki talk contribs created page Culture.MaleNames (Created page with "== <code>MaleNames</code> Property in Culture Class == === Overview === The <code>MaleNames</code> property in the Culture class provides a list of male names that are commonly used within a specific culture in the game. This property plays a significant role in representing cultural diversity and authenticity in character names. === Property Definition === <syntaxhighlight lang="c#"> public IEnumerable<string> MaleNames => maleNames; </syntaxhighlight> === Descriptio...") Tag: Visual edit
  • 23:44, 4 January 2024 Tayfunwiki talk contribs created page Culture.FemaleNames (Created page with "== <code>FemaleNames</code> Property in Culture Class == === Overview === The <code>FemaleNames</code> property in the Culture class retrieves a collection of female names commonly used within a specific culture in the game. This is a key feature for character naming and cultural representation. === Property Definition === <syntaxhighlight lang="c#"> public IEnumerable<string> FemaleNames => femaleNames; </syntaxhighlight> === Description === * <code>FemaleNames</cod...") Tag: Visual edit
  • 23:40, 4 January 2024 Tayfunwiki talk contribs created page Culture.ID (Created page with "== <code>ID</code> Property in Culture Class == === Overview === The <code>ID</code> property in the Culture class serves as a unique identifier for each culture within a game. This property is vital in scenarios where distinct cultural identities play an integral role in the game mechanics, storytelling, or character interactions. === Property Definition === <syntaxhighlight lang="c#"> [field: SerializeField] public string ID { get; private set; } </syntaxhighlight>...") Tag: Visual edit
  • 23:39, 4 January 2024 Tayfunwiki talk contribs created page Culture.CultureName (Created page with "== <code>CultureName</code> Property in Culture Class == === Overview === The <code>CultureName</code> property in the Culture class represents the name assigned to a specific culture within the game. This property is crucial in games that feature diverse cultural backgrounds and identities, influencing various aspects of gameplay and narrative. === Property Definition === <syntaxhighlight lang="c#"> [field: SerializeField] public string CultureName { get; private set;...") Tag: Visual edit
  • 23:39, 4 January 2024 Tayfunwiki talk contribs created page Culture.Description (Created page with "== <code>Description</code> Property in Culture Class == === Overview === The <code>Description</code> property in the Culture class provides a narrative or informational description of a specific culture within the game. This property is essential in games where cultural nuances and details contribute to the depth and richness of the game world. === Property Definition === <syntaxhighlight lang="c#"> [field: SerializeField] public string Description { get; private set...") Tag: Visual edit
  • 23:37, 4 January 2024 Tayfunwiki talk contribs created page Culture.onCultureNameChanged (Created page with "== <code>onCultureNameChanged</code> Event in Culture Class == === Overview === The <code>onCultureNameChanged</code> event in the Culture class is a mechanism that triggers when the name of a culture is changed in the game. This event is particularly useful in dynamic game environments where cultural attributes can evolve or be modified during gameplay. === Event Definition === <syntaxhighlight lang="c#"> public event Action<string> onCultureNameChanged; </syntaxhighl...") Tag: Visual edit
  • 23:35, 4 January 2024 Tayfunwiki talk contribs created page Culture.SetName (Created page with "== <code>SetName</code> Method in Culture Class == === Overview === The <code>SetName</code> method in the Culture class is used to update or change the name of a culture within the game. This method is essential for scenarios where the cultural identity or attributes can evolve or be modified during gameplay. === Syntax === <syntaxhighlight lang="c#"> public void SetName(string cultureName) </syntaxhighlight> === Parameters === * <code>cultureName</code>: The new na...") Tag: Visual edit
  • 23:34, 4 January 2024 Tayfunwiki talk contribs created page Culture.SetDescription (Created page with "== <code>SetDescription</code> Method in Culture Class == === Overview === The <code>SetDescription</code> method in the Culture class enables updating the description of a specific culture within the game. This method is crucial for dynamically modifying cultural narratives or characteristics to enhance the depth and adaptability of the game’s world. === Syntax === <syntaxhighlight lang="c#"> public Culture SetDescription(string description) </syntaxhighlight> ===...") Tag: Visual edit
  • 23:32, 4 January 2024 Tayfunwiki talk contribs created page Culture.GenerateName (Created page with "== <code>GenerateName</code> Method in Culture Class == === Overview === The <code>GenerateName</code> method in the Culture class is designed to generate a random name that is culturally appropriate and corresponds to the specified gender. This functionality enhances the realism and cultural authenticity within the game's context. === Syntax === <syntaxhighlight lang="c#"> public string GenerateName(Actor.IGender gender) </syntaxhighlight> === Parameters === * <code...") Tag: Visual edit
  • 23:32, 4 January 2024 Tayfunwiki talk contribs created page Culture.AddName (Created page with "== <code>AddName</code> Method in Culture Class == === Overview === The <code>AddName</code> method in the Culture class enables the addition of a new name to the culture's list of names, specifically categorized by gender. This functionality is key to expanding and customizing the range of names within a specific cultural context in a game. === Method Definition === <syntaxhighlight lang="c#"> public Culture AddName(string name, Actor.IGender gender) </syntaxhighlight...") Tag: Visual edit
  • 23:31, 4 January 2024 Tayfunwiki talk contribs created page Culture.RemoveName (Created page with "== <code>RemoveName</code> Method in Culture Class == === Overview === The <code>RemoveName</code> method in the Culture class is designed to delete a specific name from the culture's name list, based on the specified gender. This feature is crucial for managing and updating the cultural name database within a game's context. === Syntax === <syntaxhighlight lang="c#"> public Culture RemoveName(string name, Actor.IGender gender) </syntaxhighlight> === Parameters === *...") Tag: Visual edit
  • 22:47, 4 January 2024 Tayfunwiki talk contribs created page Family.SetDescription (Created page with "== <code>SetDescription</code> Method in Family Class == === Overview === The <code>SetDescription</code> method in the Family class allows for updating the description of a family. This method is useful in games where family lore, background stories, and historical details are important to the gameplay or narrative. === Syntax === <syntaxhighlight lang="c#"> public void SetDescription(string description) </syntaxhighlight> === Parameters === * <code>description</cod...") Tag: Visual edit
  • 22:46, 4 January 2024 Tayfunwiki talk contribs created page Family.SetCulture (Created page with "== <code>SetCulture</code> Method in Family Class == === Overview === The <code>SetCulture</code> method in the Family class enables the assignment of a new cultural identity to a family. This functionality is crucial in games where culture plays a significant role in defining family heritage, traditions, and interactions within the game world. === Syntax === <syntaxhighlight lang="c#"> public void SetCulture(string cultureName) </syntaxhighlight> === Parameters ===...") Tag: Visual edit
  • 22:45, 4 January 2024 Tayfunwiki talk contribs created page Family.SetEmblem (Created page with "== <code>SetEmblem</code> Method in Family Class == === Overview === The <code>SetEmblem</code> method in the Family class allows for updating the emblem of a family. This is important in games where visual symbols such as crests or emblems are used to represent family identity and heritage. === Syntax === <syntaxhighlight lang="c#"> public void SetEmblem(Sprite emblem) </syntaxhighlight> === Parameters === * <code>emblem</code>: The new <code>Sprite</code> object to...") Tag: Visual edit
  • 22:44, 4 January 2024 Tayfunwiki talk contribs created page Family.SetName (Created page with "== <code>SetName</code> Method in Family Class == === Overview === The <code>SetName</code> method in the Family class is used to change the name of a family. This method is significant in games where family identity, lineage, and heritage are integral to the gameplay, narrative, or character development. === Syntax === <syntaxhighlight lang="c#"> public void SetName(string familyName) </syntaxhighlight> === Parameters === * <code>familyName</code>: The new name to b...") Tag: Visual edit
  • 22:44, 4 January 2024 Tayfunwiki talk contribs created page Family.IsMember (Created page with "== <code>IsMember</code> Method in Family Class == === Overview === The <code>IsMember</code> method in the Family class is used to check if a specific actor is a member of the family. This functionality is crucial in games where family affiliations and relationships play a significant role in the gameplay, story, or character interactions. === Method Definition === <syntaxhighlight lang="c#"> public bool IsMember(Actor member) </syntaxhighlight> === Parameters === *...") Tag: Visual edit
  • 22:43, 4 January 2024 Tayfunwiki talk contribs created page Family.OnMemberLeave (Created page with "== <code>onMemberLeave</code> Event in Family Class == === Overview === The <code>onMemberLeave</code> event in the Family class is invoked when a member leaves the family. This event is particularly important in games where the dynamics of family membership, alliances, and relationships significantly influence the gameplay and story. === Event Definition === <syntaxhighlight lang="c#"> public event Action<Actor> onMemberLeave; </syntaxhighlight> === Description ===...") Tag: Visual edit
  • 22:43, 4 January 2024 Tayfunwiki talk contribs created page Family.OnMemberJoin (Created page with "== <code>onMemberJoin</code> Event in Family Class == === Overview === The <code>onMemberJoin</code> event in the Family class is triggered when a new member joins the family. This event is particularly relevant in games where family dynamics, lineage, and relationships play a significant role in the gameplay and narrative. === Event Definition === <syntaxhighlight lang="c#"> public Action<Actor> onMemberJoin; </syntaxhighlight> === Description === * Event Type: <cod...") Tag: Visual edit
  • 22:42, 4 January 2024 Tayfunwiki talk contribs created page OnFamilyCultureChanged (Created page with "== <code>onFamilyCultureChanged</code> Event in Family Class == === Overview === The <code>onFamilyCultureChanged</code> event in the Family class triggers when there is a change in the family's associated culture. This event is significant in games where cultural aspects play a key role in shaping family identity, traditions, and interactions within the game world. === Event Definition === <syntaxhighlight lang="c#"> public event Action<Culture> onFamilyCultureChanged...") Tag: Visual edit
  • 22:40, 4 January 2024 Tayfunwiki talk contribs created page OnFamilyEmblemChanged (Created page with "== <code>onFamilyEmblemChanged</code> Event in Family Class == === Overview === The <code>onFamilyEmblemChanged</code> event in the Family class is triggered when there's a change in the family's emblem. This event is crucial in games where visual symbols like emblems play an important role in representing family identity and heritage. === Event Definition === <syntaxhighlight lang="c#"> public event Action<Sprite> onFamilyEmblemChanged; </syntaxhighlight> === Descrip...") Tag: Visual edit
  • 22:39, 4 January 2024 Tayfunwiki talk contribs created page OnFamilyNameChanged (Created page with "== <code>onFamilyNameChanged</code> Event in Family Class == === Overview === The <code>onFamilyNameChanged</code> event in the Family class is triggered when there is a change in the name of a family. This event is particularly important in games where family identity and legacy play a significant role, as it allows for dynamic updates and responses to changes in family nomenclature. === Event Definition === <syntaxhighlight lang="c#"> public event Action<string> onFa...") Tag: Visual edit
  • 22:19, 4 January 2024 Tayfunwiki talk contribs created page Family.MemberCount (Created page with "== <code>MemberCount</code> Property in Family Class == === Overview === The <code>MemberCount</code> property in the Family class is a convenient way to obtain the total number of individuals in a particular family. This property is essential in games where the size of a family can influence various aspects like social status, resources, or family-based quests and challenges. === Property Definition === <syntaxhighlight lang="c#"> public int MemberCount => members.Cou...") Tag: Visual edit
  • 22:19, 4 January 2024 Tayfunwiki talk contribs created page Family.Members (Created page with "== <code>Members</code> Property in Family Class == === Overview === The <code>Members</code> property in the Family class is used to access the collection of individuals belonging to a particular family. This property is crucial in games where family structures and relationships are key elements, affecting dynamics such as alliances, inheritances, and storylines. === Property Definition === <syntaxhighlight lang="c#"> public IEnumerable<Actor> Members => members; </sy...") Tag: Visual edit
  • 22:18, 4 January 2024 Tayfunwiki talk contribs created page Family.Culture (Created page with "== <code>Culture</code> Property in Family Class == === Overview === The <code>Culture</code> property in the Family class provides access to the cultural background associated with a particular family. This property is vital in games that emphasize cultural diversity and its impact on family traditions, practices, and interactions within the game's universe. === Property Definition === <syntaxhighlight lang="c#"> public Culture Culture { get; private set; } </syntaxhi...") Tag: Visual edit
  • 22:17, 4 January 2024 Tayfunwiki talk contribs created page Family.Emblem (Created page with "== <code>Emblem</code> Property in Family Class == === Overview === The <code>Emblem</code> property in the Family class is used to access the visual symbol or crest that represents a family. This property is crucial in games where visual identifiers are important for distinguishing between different families, especially in narratives and mechanics that emphasize family heritage, alliances, and rivalries. === Property Definition === <syntaxhighlight lang="c#"> public S...") Tag: Visual edit
  • 22:16, 4 January 2024 Tayfunwiki talk contribs created page Family.Description (Created page with "== <code>Description</code> Property in Family Class == === Overview === The <code>Description</code> property in the Family class is used to provide a narrative or background information about a family. This property is particularly important in games where the family's history, characteristics, and roles significantly influence the story or gameplay. === Property Definition === <syntaxhighlight lang="c#"> public string Description { get; private set; } </syntaxhighli...") Tag: Visual edit
  • 22:16, 4 January 2024 Tayfunwiki talk contribs created page Family.FamilyName (Created page with "== <code>FamilyName</code> Property in Family Class == === Overview === The <code>FamilyName</code> property in the Family class provides the name of a family, which is crucial for identifying and differentiating various families within a game, especially in narratives and game mechanics that emphasize family histories, alliances, and rivalries. === Property Definition === <syntaxhighlight lang="c#"> public string FamilyName { get; private set; } </syntaxhighlight> ==...") Tag: Visual edit
  • 22:15, 4 January 2024 Tayfunwiki talk contribs created page Family.ID (Created page with "== <code>ID</code> Property in Family Class == === Overview === The <code>ID</code> property in the Family class is used to access the unique identifier of a family within the game. This property is essential for distinguishing one family from another, particularly in games where family lineage, relationships, and dynamics play a crucial role. === Property Definition === <syntaxhighlight lang="c#"> public string ID { get; private set; } </syntaxhighlight> === Descript...") Tag: Visual edit
  • 22:00, 4 January 2024 Tayfunwiki talk contribs created page SetDescription (Created page with "== <code>SetDescription</code> Method in Clan Class == === Overview === The <code>SetDescription</code> method in the Clan class is utilized to update the clan's description. This function plays a crucial role in defining the clan's background, traits, and story within the game world. === Syntax === <syntaxhighlight lang="c#"> public void SetDescription(string description) </syntaxhighlight> === Description === * Parameters: ** <code>description</code>: The new descr...") Tag: Visual edit
  • 22:00, 4 January 2024 Tayfunwiki talk contribs created page SetName (Created page with "== <code>SetName</code> Method in Clan Class == === Overview === The <code>SetName</code> method in the Clan class enables the renaming of a clan. This function is crucial for updating the clan's identity, which can have significant implications for storytelling, player relationships, and in-game politics. === Syntax === <syntaxhighlight lang="c#"> public void SetName(string clanName) </syntaxhighlight> === Description === * Parameters: ** <code>clanName</code>: The...") Tag: Visual edit
  • 21:58, 4 January 2024 Tayfunwiki talk contribs created page SetEmblem (Created page with "== <code>SetEmblem</code> Method in Clan Class == === Overview === The <code>SetEmblem</code> method in the Clan class is used to assign a new emblem, represented by a <code>Sprite</code>, to the clan. This method is pivotal for customizing the clan's visual identity and symbol, which can be significant for recognition, alliances, and the clan's image within the game world. === Syntax === <syntaxhighlight lang="c#"> public void SetEmblem(Sprite emblem) </syntaxhighligh...") Tag: Visual edit
  • 21:07, 4 January 2024 Tayfunwiki talk contribs created page RemovePolicy (Created page with "== <code>RemovePolicy</code> Method in Clan Class == === Overview === The <code>RemovePolicy</code> method in the Clan class enables the removal of a specific policy from the clan, based on its name or ID. This method is essential for adjusting the clan's strategic direction and governance by discarding policies that are no longer relevant or beneficial. === Method Definition === <syntaxhighlight lang="c#"> public void RemovePolicy(string policyNameOrId) </syntaxhighli...") Tag: Visual edit
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