Difference between revisions of "Interaction Tuning Resource"

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Line 37: Line 37:
  
 
===<code>_saveable(''type(t), name(n)'')</code>===
 
===<code>_saveable(''type(t), name(n)'')</code>===
====enabled====
+
====t=enabled====
 
<code>
 
<code>
 +
  <pre>
 
   <V t="enabled" n="_saveable">
 
   <V t="enabled" n="_saveable">
 
     <Unknown Code>
 
     <Unknown Code>
 
   </V>
 
   </V>
 +
  </pre>
 
</code>
 
</code>
====disabled====
+
====t=disabled====
 
<code>
 
<code>
 +
  <pre>
 
   <V t="disabled" n="_saveable" />
 
   <V t="disabled" n="_saveable" />
 +
  </pre>
 
</code>
 
</code>
  
===<code>outcome</code>===
+
===<code>outcome(''type(t), name(n)'')</code>===
 
====t=single====
 
====t=single====
 
<code>
 
<code>
Line 81: Line 85:
 
<pre>
 
<pre>
 
   <V t="single" n="outcome">
 
   <V t="single" n="outcome">
     <U n="single">
+
     <TODO>
      <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>
 
   </V>
 
</pre>
 
</pre>

Revision as of 14:21, 15 September 2018

Template:WorkInProgress

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="single" n="outcome">
    <TODO>
  </V>


TS4PR Tuning Resources by Name

Interaction | Buff | Trait |

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