Interaction Tuning Resource
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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 |
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_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 |
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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 | |
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