|
Post by sweeneytodd on Apr 10, 2020 5:50:57 GMT -5
I have noticed that Servo emotion Eye VFX buffs are all tagged like so:
<L n="tags">
<E>Buff_HumanoidRobot_MoodVFX</E>
</L>
This means they can be blanket removed with this code instead of stating every specific buff number:
<V t="buff_removal">
<U n="buff_removal">
<L n="buff_tags_to_remove">
<E>Buff_HumanoidRobot_MoodVFX</E>
</L>
</U>
</V>
My question, however, is could this be used on traits as well?
The reason I ask is when a Servo's outfit is changed, the loot states every one of the outfit traits rather than using a tag as it does with the Eye VFX buffs.
Thanks, Dante
|
|
|
Post by minimonster on Apr 10, 2020 12:26:44 GMT -5
Hi sweeneytodd, I am fascinated by your question, and have stared at it for about 20 minutes to try to figure out the best way to respond, only I get 'into a circular loop' of thinking about the answer... You seem to have a good grasp of the XML, and a good general understanding of the code. I *feel* that I have the correct answer for you, however am unsure. Buffs are coded as being (mostly) impermanent 'states' for any Sim, and Traits are coded to be 'permanent' for any given Sim. Just to give you an idea of another instance of a Trait that you may not be aware of, a Sim's phone color preference is coded to be a Trait. The way that the official team coded the servos is kind of wonky (IMHO). In my rather extensive poring through of the tuning code, I have never seen (that I can recall) any instances of Trait removal as there are with Buffs. Traits tend to be 'wrangled' by the code via Whitelisting & Blacklisting, and are not something that can come & go with a Sim as the Buffs can. So, to try to actually give you an answer - No, that code would not work for Traits. A lot can be achieved via the Buffs system, though, and I am very curious as to what your end goal is to see if I can be of any further assistance to you... Cheers.
|
|
|
Post by sweeneytodd on Apr 10, 2020 13:44:02 GMT -5
So, to try to actually give you an answer - No, that code would not work for Traits. A lot can be achieved via the Buffs system, though, and I am very curious as to what your end goal is to see if I can be of any further assistance to you... I am currently working on (among other things) a core mod for adding additional Servo outfits, I would like people be able to add their own modules so that they aren't limited to default replacements. However, the way that it works at the moment, they would need to have a list of all possible custom outfits and add them to the removal list in the loot. As you can imagine this puts a damper on the whole thing. If there was a way to use tags to blanket remove them that would be an entirely different story, however. I have toyed with the idea of trying to only use buffs and foregoing the traits entirely but as you said they are not meant to be permanent so I am not sure if this will work out.
|
|
|
Post by minimonster on Apr 11, 2020 7:29:21 GMT -5
Hi sweeneytodd, What you are describing is a classic example of something that would benefit from having a Python insertion script for it, and sadly that is a 'final frontier' for myself, as the mere mention of it being 'programming' makes me scream inside my head (I can't program, but can modify to my heart's content...). There is an XML injector on MTS by scumbumbo HERE that is likely perfect for a 'base starting place' for you. It is very well documented, but regrettably still enough of a 'foreign language' to me that I am unable to go there... That said, Buffs do not HAVE TO be impermanent, but they generally are in-game. There *may* be other ways of approaching this, but none that would be as 'easy' as using injection...
|
|
|
Post by sweeneytodd on Apr 11, 2020 10:29:05 GMT -5
Hi sweeneytodd , What you are describing is a classic example of something that would benefit from having a Python insertion script for it, and sadly that is a 'final frontier' for myself, as the mere mention of it being 'programming' makes me scream inside my head (I can't program, but can modify to my heart's content...). There is an XML injector on MTS by scumbumbo HERE that is likely perfect for a 'base starting place' for you. It is very well documented, but regrettably still enough of a 'foreign language' to me that I am unable to go there... That said, Buffs do not HAVE TO be impermanent, but they generally are in-game. There *may* be other ways of approaching this, but none that would be as 'easy' as using injection... Thanks for that, I will try to go the buff only route, but if that doesn't work, I will have go another direction I guess. I have yet to look into the XML Injector properly but I have the modders pack downloaded ready for when I get the chance. In terms of python, I recently used it to inject super affordances to create a Pie Menu for a 'Servo Cheats' mod I made, this was using a simple script that scumbumbo mentioned in this thread. I figured a similar method could be used to add other lines of code but I wanted to see if it can be achieved with simple tuning before trying to figure out how to do this. Hopefully XML Injector will be able to make my life easier in this endeavour.
|
|