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

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(Created page with "== SocialRuleRHSBase(string key, XmlElement headElement) == Used to parse an <RHS> row as part of an interaction's SocialData. See [[TS3PR/Sims3GameplaySystems/Sims3.Gameplay....")
 
m (SocialRuleRHSBase(string key, XmlElement headElement))
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* '''<RHS com=CommodityType state=JazzState>''' The main head tag.
 
* '''<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"
 
'''* <Anim tpa=thirdPartyAnim>''' Animation used by third party observers? Defaults to "a2a_soc_Neutral_EnthuseAbout_Friendly_Neutral_y"
'''* <EndStance>'''
+
* '''<EndStance>'''
 
* '''<RPROC pebu=EffectBefore peau=EffectAfter>''' Procedural effect before and after the interaction. You can use custom or EA methods, as shown [https://modthesims.info/showthread.php?p=4018846 here]
 
* '''<RPROC pebu=EffectBefore peau=EffectAfter>''' Procedural effect before and after the interaction. You can use custom or EA methods, as shown [https://modthesims.info/showthread.php?p=4018846 here]
 
* '''<LTRBits>''' Interaction bits.
 
* '''<LTRBits>''' Interaction bits.

Revision as of 09:03, 13 November 2023

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.

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>
  • <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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