Post by daksinakali on Mar 31, 2022 5:56:30 GMT -5
Hi everyone,
I'm trying to put an energy bar into the game, and since I'm not good at 3D-design, I based my energy bar off of a aroundthesims mod by Sandy (Edible Easter Chocolate & Candy bars), so that part's taken care of. It looks good in the game, and when my Sim eats it, the bar increases the hunger meter a little bit. Now, I'd like to add a value to my energy bar so it also makes my Sim feel energized and also increases its energy meter and hunger meter significantly. I've installed the S4S for recolouring (which worked amazing, thank you so much for this! <3) but I get completely lost in the warehouse. I tried fiddling with the export tuning feature, adding Action tuning Buff_Trait_FeelingEnergized, but it doesn't seem to work. Is there anything I've missed? How do I go about linking the Action tuning to the object tuning?
Many thanks in advance!
update: this is my current Object tuning XML: I basically copied the n=components part of coffee and edited out the toilet need and the 'good/bad coffee' buffs. I changed the hunger value to 30 (from 15) and the energy value to 300 (from 30). But so far, all it seems to do is just keep the original values of the original mod.
I'm trying to put an energy bar into the game, and since I'm not good at 3D-design, I based my energy bar off of a aroundthesims mod by Sandy (Edible Easter Chocolate & Candy bars), so that part's taken care of. It looks good in the game, and when my Sim eats it, the bar increases the hunger meter a little bit. Now, I'd like to add a value to my energy bar so it also makes my Sim feel energized and also increases its energy meter and hunger meter significantly. I've installed the S4S for recolouring (which worked amazing, thank you so much for this! <3) but I get completely lost in the warehouse. I tried fiddling with the export tuning feature, adding Action tuning Buff_Trait_FeelingEnergized, but it doesn't seem to work. Is there anything I've missed? How do I go about linking the Action tuning to the object tuning?
Many thanks in advance!
update: this is my current Object tuning XML: I basically copied the n=components part of coffee and edited out the toilet need and the 'good/bad coffee' buffs. I changed the hunger value to 30 (from 15) and the energy value to 300 (from 30). But so far, all it seems to do is just keep the original values of the original mod.
<?xml version="1.0" encoding="utf-8"?>
<I c="GameObject" i="object" m="objects.game_object" n="ATS4:eastercandybarmars" s="5686157535358957179">
<V t="enabled" n="_anim_overrides">
<U n="enabled">
<L n="params">
<U>
<T n="name">carryObject</T>
<V n="value" t="string">
<T n="string">harvestableHorizontal</T>
</V>
</U>
<U>
<T n="name">WhereToPlantSeed</T>
<V n="value" t="string">
<T n="string">PlantCenter</T>
</V>
</U>
<U>
<T n="name">plantType</T>
<V n="value" t="string">
<T n="string">horizontal</T>
</V>
</U>
</L>
</U>
</V>
<U n="_components">
<V t="enabled" n="carryable">
<U n="enabled">
<V n="put_down_tuning" t="reference">
<L n="reference">
<U>
<T n="value">100448<!--PutDownStrategy_GardenFruit_Surface_OnLot--></T>
</U>
</L>
</V>
</U>
</V>
<V n="consumable" t="enabled">
<U n="enabled">
<L n="consumption_statistics">
<V t="statistic_change">
<U n="statistic_change">
<T n="amount">30</T>
<T n="stat">16656<!--motive_Hunger--></T>
<L n="tests">
<L>
<V t="trait">
<U n="trait">
<L n="blacklist_traits">
<T>162668<!--trait_PlantSim--></T>
</L>
</U>
</V>
</L>
</L>
</U><!--hunger-->
</V>
<V t="statistic_change">
<U n="statistic_change">
<T n="amount">300</T>
<T n="stat">16654<!--motive_Energy--></T>
</U>
</V><!--energy-->
<V t="statistic_change">
<U n="statistic_change">
<T n="amount">8.67</T>
<T n="stat">247714</T>
<L n="tests">
<L>
<V t="buff">
<U n="buff">
<V n="whitelist" t="enabled">
<L n="enabled">
<T>246488</T>
</L>
</V>
</U>
</V>
</L>
</L>
</U>
</V>
<V t="statistic_change">
<U n="statistic_change">
<T n="amount">1</T>
<T n="stat">247284</T>
<L n="tests">
<L>
<V t="trait">
<U n="trait">
<L n="whitelist_traits">
<T>246515</T>
</L>
</U>
</V>
</L>
</L>
</U>
</V>
</L>
<T n="consumption_turns">2</T>
<U n="fitness_info">
<T n="calories">85</T>
</U>
</U>
</V>
<V t="enabled" n="collectable">
<U n="enabled">
<V n="override_slot_placement" t="No_slot_override" />
</U>
</V>
<V t="enabled" n="focus">
<U n="enabled">
<V t="globally" n="_focus_score">
<U n="globally">
<E n="base">LOW</E>
</U>
</V>
</U>
</V>
<V n="gardening_component" t="fruit_component">
<U n="fruit_component">
<V t="fruit_does_not_fall" n="fruit_fall_behavior" />
<T n="fruit_name">0x3999163D<!--EasterBunny--></T>
<T n="spawn_slot">slot_SpawnPoint</T>
</U>
</V>
<V n="inventory_item" t="enabled">
<U n="enabled">
<L n="valid_inventory_types">
<E>SIM</E>
<E>FRIDGE</E>
<E>SINK</E>
<E>TRASHCAN</E>
<E>RETAIL_FRIDGE</E>
<E>CRAFT_SALES_TABLE_EP03</E>
<E>STORAGE_CHEST_DORM</E>
<E>PICNICBASKET</E>
<E>RETAIL_SHELF</E>
<E>SACK_GP05</E>
<E>DELIVERY_BAG</E>
</L>
</U>
</V>
<V t="enabled" n="retail_component">
<V n="enabled" t="reference">
<T n="reference">110393<!--retailComponent_Default--></T>
</V>
</V>
<V t="enabled" n="tooltip_component">
<U n="enabled">
<L n="custom_tooltips">
<U>
<L n="tooltip_fields">
<U>
<E n="key">subtext</E>
<U n="value">
<V n="text" t="single">
<T n="single">0x35A942D0<!--{0.Money}--></T>
</V>
<V t="enabled" n="text_tokens">
<U n="enabled">
<L n="tokens">
<V t="object_property">
<U n="object_property">
<E n="obj_property">MODIFIED_PRICE</E>
</U>
</V>
</L>
</U>
</V>
</U>
</U>
</L>
<E n="tooltip_style">HOVER_TIP_CUSTOM_OBJECT</E>
</U>
</L>
<L n="state_value_strings">
<L>
<U>
<T n="state_value">107803<!--chemicalAnalyzer_SampleAnalysis_Analyzed--></T>
<V n="text" t="single">
<T n="single">0x85744B83<!--Analyzed--></T>
</V>
</U>
</L>
</L>
</U>
</V>
</U>
<L n="_super_affordances">
<T>100449<!--Add_To_World_OnLot--></T>
<T>13328<!--debug_Reset--></T>
<T>13326<!--debug_ObjectDestroy--></T>
<T>103888<!--cheat_set_as_head--></T>
<T>103820<!--Gardening_EatHarvestable--></T>
<T>156644<!--gardening_EatHarvestable_Toddler--></T>
<T>156643<!--gardening_EatHarvestable_Toddler_atSurface--></T>
</L>
</I>