Difference between revisions of "Interaction Tuning Resource"

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(t=test_based)
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             <T n="si_affordance_override">9553480838726705593</T>    <!-- The Decimal Identifier of the Super Interaction to make this interaction a sub of -->
 
             <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) -->
 
                                                                     <!-- 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  
 
                                                                     <!-- If the super interaction has the field "visible" set to "false" this interaction  
 
                                                                           will interaction will be invisible -->
 
                                                                           will interaction will be invisible -->

Revision as of 13:47, 18 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) -->
                                                                     <!-- 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

Interaction | Buff | Trait |

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