Difference between revisions of "TS3PR/Sims3GameplaySystems/Sims3.Gameplay.Socializing/SocialRuleRHSBase"
From SimsWiki
(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)) |
||
| Line 5: | Line 5: | ||
* '''<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>''' |
* '''<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