Difference between revisions of "Interaction Tuning Resource"
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<U> | <U> | ||
<U n="outcome"> | <U n="outcome"> | ||
− | <E n="outcome_result">FAILURE</E> <!-- The type of this outcome --> | + | <E n="outcome_result">FAILURE</E> <!-- The type of this outcome (FAILURE, SUCCESS) --> |
<L n="continuation"> | <L n="continuation"> | ||
<U> | <U> |
Revision as of 18:16, 16 September 2018
The fields defined in an interaction tuning resource
This table is a list of all possible fields found in an interaction tuning resource.
Field Name | Description |
---|---|
_saveable | Unknown Purpose |
outcome | Instructions on what to do after an interaction succeeds or fails |
Contents |
Header Example:
Resource Header(class(c), itemType(i), module(m), stringId(s))
<I c="ImmediateSuperInteraction" i="interaction" m="interactions.base.immediate_interaction" n="ExampleSuperInteractionOne" s="12345">
Property Name | Description |
---|---|
class(c) | The python class that will run the interaction |
itemType(i) | The resource type, in this case interaction meaning it is an Interaction Tuning Resource |
module(m) | The python namespace to the class |
stringId(s) | The tuning resource identifier, for usage within python. It should be the resource Key in decimal notation. |
Field Examples:
NOTE: All elements below have both type(t) and name(n) (A few elements can omit the name).
_saveable(type(t), name(n))
t=enabled
<V t="enabled" n="_saveable">
<Unknown Code>
</V>
t=disabled
<V t="disabled" n="_saveable" />
outcome(type(t), name(n))
t=single
<V t="single" n="outcome">
<U n="single">
<U n="actions"> <!-- List of actions to perform on sims -->
<L n="continuation">
<U>
<T n="affordance">10451411205084654091</T> <!-- The Decimal Identifier of the interaction to push in the queue of this sim -->
<T n="si_affordance_override">9553480838726705593</T> <!-- The Decimal Identifier of the Super Interaction to make this interaction a sub of -->
<!-- If the interaction is between two Teen/YA/Adult/Elder sims use sim_chat) -->
sims/pets)-->
<!-- If the super interaction has the field "visible" set to "false" this interaction
will interaction will be invisible -->
<E n="target">TargetSim</E> <!-- The target of this outcome (Actor/TargetSim) -->
</U>
<U>
<T n="affordance">10451411205084654091</T>
<T n="si_affordance_override">9553480838726705593</T>
<E n="target">Actor</E>
</U>
</L>
<T n="force_outcome_on_exit">True</T> <!-- If True, one of the above outcomes WILL be picked when the interaction ends -->
</U>
</U>
</V>
t=test_based
<V t="test_based" n="outcome">
<U n="test_based">
<L n="tested_outcomes">
<U>
<L n="potential_outcomes">
<U>
<U n="outcome">
<E n="outcome_result">FAILURE</E> <!-- The type of this outcome (FAILURE, SUCCESS) -->
<L n="continuation">
<U>
<T n="affordance">17979319336372264984</T> <!-- The Decimal Identifier of the interaction to push in the queue of this sim if this outcome occurs -->
</U>
</L>
<V t="enabled" n="cancel_si"> <!-- Indicates if the Super Interaction should be cancelled upon picking this outcome, and which participants for -->
<L n="enabled"> <!-- In this case, the Super Interaction will be cancelled for both the initiator sim
and the sim they are performing the interaction on -->
<E>Actor</E>
<E>TargetSim</E>
</L>
</V>
<V n="animation_ref" t="enabled">
<U n="enabled">
<T n="factory">164587</T> <!-- The Decimal Identifier of the animation to play upon performing this interaction-->
<U n="overrides"> <!-- Any animation overrides -->
<V n="balloons" t="enabled"> <!-- In this case we are overriding the balloon that appears above the target sims head and setting it to pick an image
from the DISTRESS category of balloons -->
<L n="enabled">
<U>
<L n="balloon_choices">
<U>
<V n="item" t="balloon_icon">
<U n="balloon_icon">
<E n="balloon_type">DISTRESS</E>
<V n="icon" t="participant">
<U n="participant">
<L n="participant_type">
<E>TargetSim</E>
</L>
</U>
</V>
</U>
</V>
</U>
</L>
<L n="balloon_target">
<E>Actor</E>
</L>
</U>
</L>
</V>
<V n="reactionlet" t="enabled">
<U n="enabled">
<V n="selector" t="single_ref">
<U n="single_ref">
<T n="factory">161076</T> <!-- The Decimal Identifier of a reaction animation to play upon picking this outcome -->
<U n="overrides">
<V n="balloons" t="enabled">
<L n="enabled">
<U>
<L n="balloon_choices">
<U>
<V n="item" t="balloon_category">
<T n="balloon_category">159031</T> <!-- The Decimal Identifier of a reaction balloon category to show upon the sim reacting -->
</V>
</U>
</L>
<L n="balloon_target">
<E>TargetSim</E>
</L>
</U>
</L>
</V>
</U>
</U>
</V>
</U>
</V>
</U>
</U>
</V>
</U>
</U>
</L>
<L n="tests"> <!-- These determine whether or not to choose this outcome -->
<L>
<V t="test_based_score_threshold"> <!-- This can be used to check commodities, statistics, relationship levels, anything numbers related. -->
<U n="test_based_score_threshold">
<T n="test_based_score">13299080933458659880</T> <!-- The Decimal Identifier of the resource being checked (i.e. statistic tuning, commodity tuning, etc.) -->
<U n="threshold">
<E n="comparison">LESS_OR_EQUAL</E>
<T n="value">14</T>
</U>
</U>
</V>
<V t="sim_info"> <!-- This checks the sim info of the sim looking for an interaction outcome -->
<U n="sim_info">
<V n="ages" t="specified"> <!-- This checks age, all valid ages are listed here, default value is (TEEN, YOUNGADULT, ADULT, ELDER) -->
<L n="specified">
<E>BABY</E>
<E>TODDLER</E>
<E>CHILD</E>
<E>TEEN</E>
<E>YOUNGADULT</E>
<E>ADULT</E>
<E>ELDER</E>
</L>
</V>
<V n="species" t="specified"> <!-- This checks species, all valid species are here -->
<U n="specified">
<L n="species">
<E>HUMAN</E>
<E>DOG</E>
<E>CAT</E>
</L>
</U>
</V>
<E n="who">TargetSim</E> <!-- Which sim is this being check for? (Actor, TargetSim) -->
</U>
</V>
</L>
</L>
</U>
</L>
</U>
</V>
TS4PR Tuning Resources by Name | |
---|---|