Difference between revisions of "TS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/SocialRuleRHSBase"

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m (SocialRuleRHSBase(string key, XmlElement headElement))
m (SocialRuleRHSBase(string key, XmlElement headElement))
 
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== SocialRuleRHSBase(string key, XmlElement headElement) ==
 
== SocialRuleRHSBase(string key, XmlElement headElement) ==
Used to parse an <RHS> row as part of an interaction's SocialData. See [[TS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/SocialRuleRHS]] for more info. Looks to define an animations that aren't already explicitly set, based on animation suite and commodity type.
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Used to parse an <RHS> row as part of an interaction's SocialData. See [[TS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/SocialRuleRHS]] for more info. Looks to define the interaction functionality
  
 
Parsed XML tags:
 
Parsed XML tags:
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* '''<Buff x=moodletName y=moodletName remX=moodletName remY=moodletName cus=customBuff??>''' Moodlet that will be added to the initiator (x) and target (y) or removed after the interaction.
 
* '''<Buff x=moodletName y=moodletName remX=moodletName remY=moodletName cus=customBuff??>''' Moodlet that will be added to the initiator (x) and target (y) or removed after the interaction.
 
* '''<TUN val=STEffectAmount petRej=useGenericPetReject is=learnRandomTrait, lvl=iintimacyLevel charInc=charismaIncrease>'''
 
* '''<TUN val=STEffectAmount petRej=useGenericPetReject is=learnRandomTrait, lvl=iintimacyLevel charInc=charismaIncrease>'''
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** val: short term effect amount. Affects how strongly the short term context in a relationship is affected.
 
* '''<Trait x=ActorTraitsLearned y=TargetTraitsLearned>''' Traits that will be learned after the interaction
 
* '''<Trait x=ActorTraitsLearned y=TargetTraitsLearned>''' Traits that will be learned after the interaction
 
* '''<Topic x=topicEffectOnActor y=topicEffectOnTarget teo=topicParameter rem=topicToRemove>'''
 
* '''<Topic x=topicEffectOnActor y=topicEffectOnTarget teo=topicParameter rem=topicToRemove>'''
 
* '''<Reinforce key=trait ra=reinfornceAmount val=allowPraise is=allowScold>''' Defines ReinforncementData
 
* '''<Reinforce key=trait ra=reinfornceAmount val=allowPraise is=allowScold>''' Defines ReinforncementData

Latest revision as of 10:55, 13 November 2023

[edit] SocialRuleRHSBase(string key, XmlElement headElement)

Used to parse an <RHS> row as part of an interaction's SocialData. See TS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/SocialRuleRHS for more info. Looks to define the interaction functionality

Parsed XML tags:

  • <RHS com=CommodityType state=JazzState> The main head tag.
  • <Anim tpa=thirdPartyAnim> Animation used by third party observers? Defaults to "a2a_soc_Neutral_EnthuseAbout_Friendly_Neutral_y"
  • <EndStance>
  • <RPROC pebu=EffectBefore peau=EffectAfter> Procedural effect before and after the interaction. You can use custom or EA methods, as shown here
  • <LTRBits> Interaction bits.
  • <Buff x=moodletName y=moodletName remX=moodletName remY=moodletName cus=customBuff??> Moodlet that will be added to the initiator (x) and target (y) or removed after the interaction.
  • <TUN val=STEffectAmount petRej=useGenericPetReject is=learnRandomTrait, lvl=iintimacyLevel charInc=charismaIncrease>
    • val: short term effect amount. Affects how strongly the short term context in a relationship is affected.
  • <Trait x=ActorTraitsLearned y=TargetTraitsLearned> Traits that will be learned after the interaction
  • <Topic x=topicEffectOnActor y=topicEffectOnTarget teo=topicParameter rem=topicToRemove>
  • <Reinforce key=trait ra=reinfornceAmount val=allowPraise is=allowScold> Defines ReinforncementData
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