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24 December 2023

  • 14:4114:41, 24 December 2023 diff hist +2,564 N OnSchemeLoadedCreated 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..." current Tag: Visual edit
  • 14:4114:41, 24 December 2023 diff hist −26 OnSchemeEndedNo edit summary current Tag: Visual edit
  • 14:4014:40, 24 December 2023 diff hist +3,050 N OnSchemeEndedCreated 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
  • 12:5812:58, 24 December 2023 diff hist +22 Main PageNo edit summary Tag: Visual edit
  • 12:5812:58, 24 December 2023 diff hist 0 Main PageNo edit summary Tag: Visual edit: Switched
  • 12:5612:56, 24 December 2023 diff hist 0 Main PageNo edit summary Tag: Visual edit: Switched
  • 12:5412:54, 24 December 2023 diff hist +270 Main PageNo edit summary Tag: Visual edit
  • 09:5509:55, 24 December 2023 diff hist +117 Main PageNo edit summary Tag: Visual edit
  • 09:5409:54, 24 December 2023 diff hist +363 Main PageNo edit summary Tag: Visual edit
  • 09:3909:39, 24 December 2023 diff hist +10 OnSchemeStartedNo edit summary current Tag: Visual edit
  • 09:3909:39, 24 December 2023 diff hist +2,503 N OnSchemeStartedCreated 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
  • 09:3809:38, 24 December 2023 diff hist +73 Main PageNo edit summary Tag: Visual edit
  • 07:3607:36, 24 December 2023 diff hist +114 CreateActorNo edit summary
  • 07:3507:35, 24 December 2023 diff hist +1,724 CreateActorNo edit summary Tag: Visual edit
  • 07:2707:27, 24 December 2023 diff hist −26 CreateActor→‎Usage Tag: Visual edit
  • 07:2607:26, 24 December 2023 diff hist +2,968 N CreateActorCreated 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
  • 07:2307:23, 24 December 2023 diff hist +136 Main PageNo edit summary Tag: Visual edit
  • 07:0807:08, 24 December 2023 diff hist +2,290 N TriggerCreated page with "== <code>Trigger</code> Method in Actor Class == === Overview === The <code>Trigger</code> method is used to send a specific trigger to the actor. This function is crucial in games with event-driven mechanics, where triggers can initiate or influence various actions or events related to an actor. === Syntax === <syntaxhighlight lang="c#"> public void Trigger(string triggerName, bool value) </syntaxhighlight> === Parameters === * triggerName (string): The name of the..." current Tag: Visual edit
  • 07:0607:06, 24 December 2023 diff hist +2,001 N SetCultureCreated page with "== <code>SetCulture</code> Method in Actor Class == === Overview === The <code>SetCulture</code> method is designed to change the culture of an actor based on a specified culture name or ID. This function is crucial in games where culture influences character behavior, relationships, or game mechanics. === Syntax === <syntaxhighlight lang="c#"> public void SetCulture(string cultureNameOrId) </syntaxhighlight> === Parameters === * cultureNameOrId (string): The name or..." current Tag: Visual edit
  • 07:0307:03, 24 December 2023 diff hist +2,639 N SetVariableCreated page with "== <code>SetVariable</code> Methods in Actor Class == === Overview === The <code>SetVariable</code> methods are designed to update private variables associated with an actor. These methods are crucial in games that require dynamic modification of character attributes, enhancing gameplay and narrative interaction. === Method Variations === # Basic <code>SetVariable</code>: Updates a variable's value without type specificity. # Generic <code>SetVariable</code>: Updates..." current Tag: Visual edit
  • 06:5706:57, 24 December 2023 diff hist +2,346 N GetVariableCreated page with "== <code>GetVariable</code> Methods in Actor Class == === Overview === The <code>GetVariable</code> methods in the <code>Actor</code> class are used to retrieve private variables of different types from an actor. These methods are essential in games where actors have customizable attributes or states stored as variables. === Method Variations === # GetVariable (Generic Type): Retrieves a private variable and casts it to a specified type. # GetVariable (NVar Type): Ret..." current Tag: Visual edit
  • 06:4806:48, 24 December 2023 diff hist +32 Main PageNo edit summary Tag: Visual edit
  • 06:4806:48, 24 December 2023 diff hist +71 Main PageNo edit summary Tag: Visual edit
  • 06:4706:47, 24 December 2023 diff hist +2,003 N GetCompatibleSchemesCreated page with "== <code>GetCompatibleSchemes</code> Method in Actor Class == === Overview === The <code>GetCompatibleSchemes</code> method is used to list all the schemes that an actor can initiate against a specific target. This function is essential in games where strategizing against other characters is a key element of gameplay. === Syntax === <syntaxhighlight lang="c#"> public IEnumerable<Scheme> GetCompatibleSchemes(Actor target) </syntaxhighlight> === Parameters === * target..." current Tag: Visual edit
  • 06:4506:45, 24 December 2023 diff hist +1,909 N SetInheritorCreated page with "== <code>SetInheritor</code> Method in Actor Class == === Overview === The <code>SetInheritor</code> method is designed to set the inheritor status of an actor. This function is key in games where inheritance plays a role in the storyline, character progression, or gameplay mechanics. === Syntax === <syntaxhighlight lang="c#"> public void SetInheritor(bool inheritor) </syntaxhighlight> === Parameters === * inheritor (bool): Determines the inheritor status of the acto..." current Tag: Visual edit
  • 06:4406:44, 24 December 2023 diff hist +2,360 N SetStateCreated page with "== <code>SetState</code> Method in Actor Class == === Overview === The <code>SetState</code> method allows for setting the state of an actor, indicating whether they are alive or deceased. This function is fundamental in games where the status of characters significantly impacts the gameplay, story progression, or character interactions. === Syntax === <syntaxhighlight lang="c#"> public void SetState(IState state, bool noninheritor = false) </syntaxhighlight> === Para..." current Tag: Visual edit
  • 06:3806:38, 24 December 2023 diff hist +64 Main PageNo edit summary Tag: Visual edit
  • 06:3706:37, 24 December 2023 diff hist +2,214 N GetSchemeCreated page with "== <code>GetScheme</code> Method in Actor Class == === Overview === The <code>GetScheme</code> method is designed to retrieve an active scheme targeting a specific actor, if such a scheme exists. This function is key in games where monitoring and responding to ongoing schemes is crucial to gameplay and character strategy. === Syntax === <syntaxhighlight lang="c#"> public Scheme GetScheme(string schemeNameOrId, Actor target) </syntaxhighlight> === Parameters === * sch..." current Tag: Visual edit
  • 06:3606:36, 24 December 2023 diff hist +17 Main PageNo edit summary Tag: Visual edit

23 December 2023

  • 15:3915:39, 23 December 2023 diff hist +8 Main PageNo edit summary Tag: Visual edit
  • 15:3915:39, 23 December 2023 diff hist +1,784 N StartSchemeCreated page with "== <code>StartScheme</code> Method in Actor Class == === Overview === The <code>StartScheme</code> method is used to initiate a scheme against a specified target actor. It's an essential function in games where strategic actions, plots, and character interactions are driven by various schemes. === Syntax === <syntaxhighlight lang="c#"> public Scheme StartScheme(string schemeNameOrId, Actor target) </syntaxhighlight> === Parameters === * schemeNameOrId (string): The n..." current Tag: Visual edit
  • 15:3715:37, 23 December 2023 diff hist +19 Main PageNo edit summary Tag: Visual edit
  • 15:3415:34, 23 December 2023 diff hist +4 SchemeIsActiveNo edit summary current Tag: Visual edit
  • 15:3115:31, 23 December 2023 diff hist −909 SchemeIsActiveNo edit summary Tag: Visual edit
  • 11:5911:59, 23 December 2023 diff hist +2,867 N SchemeIsActiveCreated 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
  • 11:5511:55, 23 December 2023 diff hist +22 Main PageNo edit summary Tag: Visual edit
  • 11:5311:53, 23 December 2023 diff hist +2,160 N RoleDismissCreated page with "== <code>RoleDismiss</code> Method in Actor Class == === Overview === The <code>RoleDismiss</code> method in the <code>Actor</code> class is used to remove any existing role from the actor, leaving them without a specific role. This method is essential in games where a character's role can change or be removed, impacting their abilities, status, or interactions within the game. === Syntax === <syntaxhighlight lang="c#"> public void RoleDismiss() </syntaxhighlight> ===..." current Tag: Visual edit
  • 11:5211:52, 23 December 2023 diff hist +2,686 N SetRoleCreated page with "== <code>SetRole</code> Methods in Actor Class == === Overview === The <code>SetRole</code> methods in the <code>Actor</code> class are designed to assign a specific role to the actor, either by using a role name or ID, or by directly assigning a <code>Role</code> object. These methods are essential in games where characters' roles define their abilities, responsibilities, or interactions within the game world. === Method 1: Assign Role by Name or ID === ==== Syntax =..." current Tag: Visual edit
  • 11:5011:50, 23 December 2023 diff hist +32 Main PageNo edit summary Tag: Visual edit
  • 11:4911:49, 23 December 2023 diff hist +2,107 N SetAgeCreated page with "== <code>SetAge</code> Method in Actor Class == === Overview === The <code>SetAge</code> method in the <code>Actor</code> class is used to set the actor's age to a specified value. This method is essential in games where age is a factor that influences gameplay, narrative, character interactions, or character development. === Syntax === <syntaxhighlight lang="c#"> public void SetAge(int age) </syntaxhighlight> === Parameters === * <code>age</code> (int): The desired..." current Tag: Visual edit
  • 11:4811:48, 23 December 2023 diff hist +48 Main PageNo edit summary Tag: Visual edit
  • 11:4711:47, 23 December 2023 diff hist +2,118 N SetPortraitCreated page with "== <code>SetPortrait</code> Method in Actor Class == === Overview === The <code>SetPortrait</code> method in the <code>Actor</code> class is used to set the actor's portrait using a specified sprite. This method is crucial in games where visual representation of characters plays a significant role in the gameplay, narrative, or user interface. === Syntax === <syntaxhighlight lang="c#"> public void SetPortrait(Sprite portrait) </syntaxhighlight> === Parameters === * <..." current Tag: Visual edit
  • 11:4511:45, 23 December 2023 diff hist +66 SetHeirNo edit summary current Tag: Visual edit
  • 11:4211:42, 23 December 2023 diff hist +2,365 N SetHeirCreated 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
  • 11:4111:41, 23 December 2023 diff hist +34 Main PageNo edit summary Tag: Visual edit
  • 11:4011:40, 23 December 2023 diff hist +2,380 N HasPolicyCreated page with "== <code>HasPolicy</code> Method in Actor Class == === Overview === The <code>HasPolicy</code> method in the <code>Actor</code> class is used to check if the actor's current clan has a specific policy. This method is crucial in games where clan policies can impact gameplay, character decisions, or narrative elements. === Syntax === <syntaxhighlight lang="c#"> public bool HasPolicy(string policyNameOrId) </syntaxhighlight> === Parameters === * <code>policyNameOrId</co..." current Tag: Visual edit
  • 11:3811:38, 23 December 2023 diff hist +2,085 N QuitClanCreated page with "== <code>QuitClan</code> Method in Actor Class == === Overview === The <code>QuitClan</code> method in the <code>Actor</code> class allows an actor to leave their current clan. This method is essential in games where clan affiliation is dynamic and can impact the actor's identity, relationships, and role within the game's narrative and mechanics. === Syntax === <syntaxhighlight lang="c#"> public void QuitClan() </syntaxhighlight> === Description === * Functionality:..." current Tag: Visual edit
  • 11:3711:37, 23 December 2023 diff hist +33 Main PageNo edit summary Tag: Visual edit
  • 11:3711:37, 23 December 2023 diff hist +2,521 N JoinClanCreated page with "== <code>JoinClan</code> Methods in Actor Class == === Overview === The <code>JoinClan</code> methods in the <code>Actor</code> class are designed to enable an actor to join a specified clan, either through a direct <code>Clan</code> object or by using a clan name or ID. These methods are important in games where clan affiliations play a significant role in the narrative, character development, or gameplay mechanics. === Method 1: Join Clan by Object === ==== Syntax =..." current Tag: Visual edit
  • 11:3511:35, 23 December 2023 diff hist +16 Main PageNo edit summary Tag: Visual edit
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