User contributions for Tayfunwiki
23 December 2023
- 06:1506:15, 23 December 2023 diff hist +256 Main Page No edit summary Tag: Visual edit
- 06:0006:00, 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
- 05:5905:59, 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
- 05:5805:58, 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
- 05:5605:56, 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
- 05:5605:56, 23 December 2023 diff hist +76 Main Page No edit summary Tag: Visual edit
- 05:5505:55, 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
- 05:5205:52, 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
- 05:5105:51, 23 December 2023 diff hist +34 Main Page No edit summary Tag: Visual edit
- 05:4405:44, 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
- 05:4305:43, 23 December 2023 diff hist +18 Main Page No edit summary Tag: Visual edit
- 05:4005:40, 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
- 05:3905:39, 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
- 05:3905:39, 23 December 2023 diff hist +2,748 N IsBrotherInLaw Created page with "== <code>IsBrotherInLaw</code> Method in Actor Class == === Overview === The <code>IsBrotherInLaw</code> method in the <code>Actor</code> class is used to determine whether the actor is a brother-in-law of another specified actor. This method is significant in games where familial relationships, especially in-laws, have a crucial impact on the narrative, gameplay mechanics, or character dynamics. === Syntax === <syntaxhighlight lang="c#"> public bool IsBrotherInLaw(Act..." current Tag: Visual edit
- 05:3805:38, 23 December 2023 diff hist +2,613 N IsGrandchild Created page with "== <code>IsGrandchild</code> Method in Actor Class == === Overview === The <code>IsGrandchild</code> method in the <code>Actor</code> class is used to determine whether the actor is a grandchild of another specified actor. This method is important in games where generational family relationships, such as those with grandchildren, are significant for the narrative, gameplay mechanics, or character interactions. === Syntax === <syntaxhighlight lang="c#"> public bool IsGr..." current Tag: Visual edit
- 05:3705:37, 23 December 2023 diff hist +2,680 N IsGrandparent Created page with "== <code>IsGrandparent</code> Method in Actor Class == === Overview === The <code>IsGrandparent</code> method in the <code>Actor</code> class is designed to determine whether the actor is a grandparent of another specified actor. This method is crucial in games where generational family relationships, such as those with grandparents, have significant implications for the narrative, gameplay mechanics, or character interactions. === Syntax === <syntaxhighlight lang="c#"..." current Tag: Visual edit
- 05:3205:32, 23 December 2023 diff hist +2,388 N IsSibling Created page with "== <code>IsSibling</code> Method in Actor Class == === Overview === The <code>IsSibling</code> method in the <code>Actor</code> class is designed to determine whether the actor is a sibling of another specified actor. This method is important in games where sibling relationships play a significant role in the narrative, character dynamics, or gameplay. === Syntax === <syntaxhighlight lang="c#"> public bool IsSibling(Actor actor) => Siblings().Contains(actor); </syntaxh..." current Tag: Visual edit
- 05:3105:31, 23 December 2023 diff hist +2,528 N IsNiece Created page with "== <code>IsNiece</code> Method in Actor Class == === Overview === The <code>IsNiece</code> method in the <code>Actor</code> class is used to determine whether the actor is a niece of another specified actor. This method is crucial in games where extended family relationships, such as those with nieces, are significant to the narrative, character development, or gameplay mechanics. === Syntax === <syntaxhighlight lang="c#"> public bool IsNiece(Actor actor) => Nieces().C..." current Tag: Visual edit
- 05:3005:30, 23 December 2023 diff hist +2,477 N IsNephew Created page with "== <code>IsNephew</code> Method in Actor Class == === Overview === The <code>IsNephew</code> method in the <code>Actor</code> class determines whether the actor is a nephew of another specified actor. This method is important in games where extended family relationships, especially those of nephews, have a significant impact on the narrative, character dynamics, or gameplay. === Syntax === <syntaxhighlight lang="c#"> public bool IsNephew(Actor actor) => Nephews().Conta..." current Tag: Visual edit
- 05:2805:28, 23 December 2023 diff hist +2,494 N IsAunt Created page with "== <code>IsAunt</code> Method in Actor Class == === Overview === The <code>IsAunt</code> method in the <code>Actor</code> class is designed to determine whether the actor is an aunt of another specified actor. This method is crucial in games where extended family relationships, such as those with aunts, play a significant role in the narrative, gameplay mechanics, or character interactions. === Syntax === <syntaxhighlight lang="c#"> public bool IsAunt(Actor actor) => A..." current Tag: Visual edit
- 05:2705:27, 23 December 2023 diff hist +2,502 N IsUncle Created page with "== <code>IsUncle</code> Method in Actor Class == === Overview === The <code>IsUncle</code> method in the <code>Actor</code> class is designed to determine whether the actor is an uncle of another specified actor. This method is important in games where extended family relationships, such as those with uncles, influence the narrative, gameplay mechanics, or character interactions. === Syntax === <syntaxhighlight lang="c#"> public bool IsUncle(Actor actor) => Uncles().Co..." current Tag: Visual edit
- 05:2505:25, 23 December 2023 diff hist +2,483 N IsParent Created page with "== <code>IsParent</code> Method in Actor Class == === Overview === The <code>IsParent</code> method in the <code>Actor</code> class determines whether the actor is a parent of another specified actor. This method is vital for establishing and validating parent-child relationships within the game, which can significantly impact gameplay mechanics, narrative development, and character interactions. === Syntax === <syntaxhighlight lang="c#"> public bool IsParent(Actor act..." current Tag: Visual edit
- 05:2405:24, 23 December 2023 diff hist +2,534 N IsChild Created page with "== <code>IsChild</code> Method in Actor Class == === Overview === The <code>IsChild</code> method in the <code>Actor</code> class is used to determine whether the actor is a child of another specified actor. This method is crucial for identifying parent-child relationships within the game, which can have significant implications for gameplay, narrative development, and character interactions. === Syntax === <syntaxhighlight lang="c#"> public bool IsChild(Actor actor) =..." current Tag: Visual edit
- 05:2205:22, 23 December 2023 diff hist +2,499 N IsSpouse Created page with "== <code>IsSpouse</code> Method in Actor Class == === Overview === The <code>IsSpouse</code> method in the <code>Actor</code> class is designed to determine if the actor is a spouse of another specified actor. This method is essential in games for identifying marital relationships between characters, which can significantly influence gameplay dynamics, narrative development, and character interactions. === Syntax === <syntaxhighlight lang="c#"> public bool IsSpouse(Act..." current Tag: Visual edit
- 05:1605:16, 23 December 2023 diff hist +2,455 N HasSisterInLaw Created page with "== <code>HasSisterInLaw</code> Property in Actor Class == === Overview === The <code>HasSisterInLaw</code> property in the <code>Actor</code> class is a boolean value indicating whether the actor has any living sisters-in-law. This property is significant in games where familial relationships, including those with in-laws, play a role in the narrative, character interactions, or gameplay mechanics. === Syntax === <syntaxhighlight lang="c#"> public bool HasSisterInLaw =..." current Tag: Visual edit
- 05:0305:03, 23 December 2023 diff hist +2,368 N HasBrotherInLaw Created page with "== <code>HasBrotherInLaw</code> Property in Actor Class == === Overview === The <code>HasBrotherInLaw</code> property in the <code>Actor</code> class is a boolean value that indicates whether the actor has any living brothers-in-law. This property is important in games where familial relationships and connections, such as those with in-laws, can influence the narrative, character interactions, or gameplay. === Syntax === <syntaxhighlight lang="c#"> public bool HasBroth..." current Tag: Visual edit
- 05:0205:02, 23 December 2023 diff hist +2,350 N HasGrandchildren Created page with "== <code>HasGrandchildren</code> Property in Actor Class == === Overview === The <code>HasGrandchildren</code> property in the <code>Actor</code> class is a boolean value that indicates whether the actor has any living grandchildren. This property is essential in games where familial relationships, especially generational connections such as those with grandchildren, play a significant role in the narrative, character development, or gameplay. === Syntax === <syntaxhig..." current Tag: Visual edit
- 05:0005:00, 23 December 2023 diff hist +2,182 N HasNiece Created page with "== <code>HasNiece</code> Property in Actor Class == === Overview === The <code>HasNiece</code> property in the <code>Actor</code> class is a boolean value that indicates whether the actor has any living nieces. This property is vital in games where extended family relationships, such as those with nieces, play a significant role in the narrative, character development, or gameplay. === Syntax === <syntaxhighlight lang="c#"> public bool HasNiece => Nieces(false).Any();..." current Tag: Visual edit
- 04:5904:59, 23 December 2023 diff hist −1 Main Page No edit summary Tag: Visual edit
- 04:5804:58, 23 December 2023 diff hist +2,168 N HasNephew Created page with "== <code>HasNephew</code> Property in Actor Class == === Overview === The <code>HasNephew</code> property in the <code>Actor</code> class is a boolean value that indicates whether the actor has any living nephews. This property is important in games where extended family relationships, such as those with nephews, are significant to the narrative, character development, or gameplay. === Syntax === <syntaxhighlight lang="c#"> public bool HasNephew => Nephews(false).Any()..." current Tag: Visual edit
- 04:5704:57, 23 December 2023 diff hist +2,126 N HasAunt Created page with "== <code>HasAunt</code> Property in Actor Class == === Overview === The <code>HasAunt</code> property in the <code>Actor</code> class is a boolean value indicating whether the actor has any living aunts. This property is important in games where extended family relationships, such as those with aunts, are significant to the narrative, character development, or gameplay. === Syntax === <syntaxhighlight lang="c#"> public bool HasAunt => Aunts(false).Any(); </syntaxhighli..." current Tag: Visual edit
- 04:5504:55, 23 December 2023 diff hist +2,211 N HasUncle Created page with "== <code>HasUncle</code> Property in Actor Class == === Overview === The <code>HasUncle</code> property in the <code>Actor</code> class is a boolean value that indicates whether the actor has any living uncles. This property is crucial in games where extended family relationships, such as those with uncles, play a significant role in the narrative or gameplay. === Syntax === <syntaxhighlight lang="c#"> public bool HasUncle => Uncles(false).Any(); </syntaxhighlight> ==..." current Tag: Visual edit
- 04:5404:54, 23 December 2023 diff hist +2,157 N HasSibling Created page with "== <code>HasSibling</code> Property in Actor Class == === Overview === The <code>HasSibling</code> property in the <code>Actor</code> class is a boolean value that indicates whether the actor has any living siblings. This property is significant in games where familial relationships, such as those with siblings, play a key role in the narrative or gameplay. === Syntax === <syntaxhighlight lang="c#"> public bool HasSibling => Siblings(false).Any(); </syntaxhighlight> =..." current Tag: Visual edit
- 04:5304:53, 23 December 2023 diff hist +2,272 N HasGrandparent Created page with "== <code>HasGrandparent</code> Property in Actor Class == === Overview === The <code>HasGrandparent</code> property in the <code>Actor</code> class is a boolean value that indicates whether the actor has any living grandparents. This property is essential for understanding the actor's extended family structure and is particularly significant in games where generational relationships impact gameplay and narrative. === Syntax === <syntaxhighlight lang="c#"> public bool H..." current Tag: Visual edit
- 04:5204:52, 23 December 2023 diff hist +2,082 N HasParent Created page with "== <code>HasParent</code> Property in Actor Class == === Overview === The <code>HasParent</code> property in the <code>Actor</code> class is a boolean value that indicates whether the actor has any living parents. This property is key in determining the actor's immediate family structure, essential in games where family dynamics and lineage play a significant role. === Syntax === <syntaxhighlight lang="c#"> public bool HasParent => Parents(false).Any(); </syntaxhighlig..." current Tag: Visual edit
22 December 2023
- 07:4407:44, 22 December 2023 diff hist +151 HasChildren No edit summary current Tag: Visual edit
- 07:4207:42, 22 December 2023 diff hist +138 HasSpouse No edit summary current Tag: Visual edit
- 07:3807:38, 22 December 2023 diff hist +2,122 N HasChildren Created page with "== <code>HasChildren</code> Property in Actor Class == === Overview === The <code>HasChildren</code> property in the <code>Actor</code> class is a boolean value that indicates whether the actor has any children. This property is fundamental in determining an actor's familial status within the game, particularly in relation to offspring. === Syntax === <syntaxhighlight lang="c#"> public bool HasChildren => Children(false).Any(); </syntaxhighlight> === Description ===..." Tag: Visual edit
- 07:3607:36, 22 December 2023 diff hist +2,014 N HasSpouse Created page with "== <code>HasSpouse</code> Property in Actor Class == === Overview === The <code>HasSpouse</code> property in the <code>Actor</code> class is used to determine whether the actor currently has a spouse. This boolean property plays a crucial role in games where marital status impacts gameplay, narrative, or character interactions. === Syntax === <syntaxhighlight lang="c#"> public bool HasSpouse => Spouses(false).Any(); </syntaxhighlight> === Description === * Property T..." Tag: Visual edit
- 07:3407:34, 22 December 2023 diff hist +453 Main Page No edit summary Tag: Visual edit
- 07:1607:16, 22 December 2023 diff hist +2,173 N HeirOverridden Created page with "== <code>HeirOverridden</code> Property in Actor Class == === Overview === The <code>HeirOverridden</code> property in the <code>Actor</code> class indicates whether the heir designated for the actor has been overridden. This property is crucial for tracking custom or exceptional heir assignments in games where inheritance, succession, or family dynamics are significant. === Syntax === <syntaxhighlight lang="c#"> public bool HeirOverridden => _overrideHeir != null; </s..." current Tag: Visual edit
- 07:1307:13, 22 December 2023 diff hist +2,351 N FullName Created page with "== <code>FullName</code> Property in Actor Class == === Overview === The <code>FullName</code> property in the <code>Actor</code> class is used to retrieve the complete and formal name of the actor, typically formatted to include the actor's role title, given name, and family name. === Syntax === <syntaxhighlight lang="c#"> public string FullName { get { // logic to construct the full name } } </syntaxhighlight> === Description === * Property Type: <c..." current Tag: Visual edit
- 07:1207:12, 22 December 2023 diff hist +2,116 N Name Created page with "== <code>Name</code> Property in Actor Class == === Overview === The <code>Name</code> property in the <code>Actor</code> class is used to store and retrieve the name of the actor. This property is fundamental for identifying each actor within the game by a human-readable name, enhancing the player's ability to connect with and remember characters. === Syntax === <syntaxhighlight lang="c#"> public string Name { get; protected set; } </syntaxhighlight> === Description..." current Tag: Visual edit
- 07:1107:11, 22 December 2023 diff hist +2,477 N ID Created page with "== <code>ID</code> Property in Actor Class == === Overview === The <code>ID</code> property in the <code>Actor</code> class is used to store and retrieve the unique identifier of the actor. This unique ID is critical for differentiating each actor within the game, especially in systems where identification and tracking of individual actors are essential. === Syntax === <syntaxhighlight lang="c#"> public string ID { get => id; protected set => id = value; } </sy..." current Tag: Visual edit
- 07:0807:08, 22 December 2023 diff hist +64 Main Page No edit summary Tag: Visual edit
- 07:0307:03, 22 December 2023 diff hist +1,952 N IsPlayer Created page with "== <code>IsPlayer</code> Property in Actor Class == === Overview === The <code>IsPlayer</code> property in the <code>Actor</code> class is used to determine whether the actor is designated as the player character within the game. This property is fundamental for differentiating between player-controlled and non-player characters. === Syntax === <syntaxhighlight lang="c#"> public bool IsPlayer => isPlayer; </syntaxhighlight> === Description === * Property Type: <code>..." current Tag: Visual edit
- 07:0207:02, 22 December 2023 diff hist +2,360 N Variables Created page with "== <code>Variables</code> Property in Actor Class == === Overview === The <code>Variables</code> property in the <code>Actor</code> class is a collection that stores private variables associated with the actor. This property plays a key role in managing dynamic data specific to each actor within the game. === Syntax === <syntaxhighlight lang="c#"> [SerializeReference] public List<NVar> Variables = new List<NVar>(); </syntaxhighlight> === Description === * Property Ty..." current Tag: Visual edit
- 07:0007:00, 22 December 2023 diff hist +2,356 N SchemesAgainstToActor Created page with "== <code>SchemesAgainstToActor</code> Property in Actor Class == === Overview === The <code>SchemesAgainstToActor</code> property in the <code>Actor</code> class is designed to retrieve the list of schemes that have been activated against this actor. This property is essential for understanding the actor's position within the game's narrative, particularly in terms of conflicts and strategic dynamics. === Syntax === <syntaxhighlight lang="c#"> public IEnumerable<Scheme..." current Tag: Visual edit
- 06:5906:59, 22 December 2023 diff hist +2,266 Schemes No edit summary current Tag: Visual edit
- 06:5706:57, 22 December 2023 diff hist +2,293 N Portrait Created page with "== <code>Portrait</code> Property in Actor Class == === Overview === The <code>Portrait</code> property in the <code>Actor</code> class is used to represent the visual depiction or image of the actor. This property is crucial for providing a graphical representation of the actor in the game's user interface. === Syntax === <syntaxhighlight lang="c#"> public Sprite Portrait { get; protected set; } </syntaxhighlight> === Description === * Property Type: <code>Sprite</c..." current Tag: Visual edit