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Post by gaiapuma on Mar 15, 2017 22:51:09 GMT -5
Hi, I have been trying to mod the tuning of some social interactions to add chance/randomness to a particular outcome.
I couldn't find a social interaction that had chance/probabilities like this determining the failure/success of the interaction.
The ones I saw had the tests to check which outcome would happen but they seemed mostly deterministic: like if sims target trait is unflirty ---> failure in flirting, or if hygiene is too low (but below a defined certain value of hygiene) the result is failure, etc.
Can anybody help me? Is it possible or how to add random/chance in the tuning of social interactions?
Thank you guys!
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Post by SACRIFICIAL on Mar 17, 2017 16:18:18 GMT -5
Hello, You can use this code for what You've mentioned <V t="dual" n="outcome"> <U n="dual"> <U n="failure_actions"> <L n="continuation"> <U> <T n="affordance">000000000000<!--Failure Interaction--></T> </U> </L> </U> <U n="success_actions"> <L n="continuation"> <U> <T n="affordance">111111111111<!--Success Interaction--></T> </U> </L> </U> <U n="success_chance"> <T n="base_chance">50</T> </U> </U> </V> If You have further questions I'll be happy to help. good luck
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Post by gaiapuma on Apr 7, 2017 18:20:28 GMT -5
Hello, You can use this code for what You've mentioned <V t="dual" n="outcome"> <U n="dual"> <U n="failure_actions"> <L n="continuation"> <U> <T n="affordance">000000000000<!--Failure Interaction--></T> </U> </L> </U> <U n="success_actions"> <L n="continuation"> <U> <T n="affordance">111111111111<!--Success Interaction--></T> </U> </L> </U> <U n="success_chance"> <T n="base_chance">50</T> </U> </U> </V> If You have further questions I'll be happy to help. good luck Thanks for the help! Just a doubt: What part of the social interaction should I put this in? Inside Possible outcomes or wrapping all the possible outcomes or in the beginning of it? Thank you again so much!!
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Post by SACRIFICIAL on Apr 8, 2017 5:17:41 GMT -5
You're welcome You'll have to put it under the interaction_category_tags <L n="interaction_category_tags"> <E>Interaction_Mean</E> <E>Interaction_Chat</E> <E>Interaction_Mixer</E> <E>Interaction_All</E> <E>Interaction_Mixer_Social</E> <E>Interaction_TransferFireleafRash</E> </L> <V t="dual" n="outcome"> <U n="dual"> <U n="failure_actions"> <L n="continuation"> <U> <T n="affordance">000000000000<!--Failure Interaction--></T> </U> </L> </U> <U n="success_actions"> <L n="continuation"> <U> <T n="affordance">111111111111<!--Success Interaction--></T> </U> </L> </U> <U n="success_chance"> <T n="base_chance">50</T> </U> </U> </V>
You also have to delete any other "Potential Outcomes" or outcomes in general as they will conflict with eachother.
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Post by Basemental on Apr 20, 2017 3:16:20 GMT -5
Would this work for buffs as well inside an Action Loot tuning? Actually, I am trying to make a tuning that doesn't split the chance of having 2 buffs 50/50 but rather 70/30.
The code I have come up with does not guarantee that either off the buffs will be applied, but rather that it is a 70% chance that one will be applied, and a 30% chance that the other will be applied separately, so the outcome can turn out to be both of the buffs are applied or none of them are, which is not at all what I am aiming for.
Let me know if you want me to make a separate post about this, by the way.
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Post by SACRIFICIAL on Apr 20, 2017 10:23:50 GMT -5
Would this work for buffs as well inside an Action Loot tuning? Actually, I am trying to make a tuning that doesn't split the chance of having 2 buffs 50/50 but rather 70/30. The code I have come up with does not guarantee that either off the buffs will be applied, but rather that it is a 70% chance that one will be applied, and a 30% chance that the other will be applied separately, so the outcome can turn out to be both of the buffs are applied or none of them are, which is not at all what I am aiming for. Let me know if you want me to make a separate post about this, by the way. You use the same method used here but with a few changes. this is what it should look like: <V t="dual" n="outcome">
<U n="dual">
<U n="failure_actions">
<L n="loot_list">
<T>0000000000000000000<!--Loot Buff 1"Action Loot"--></T>
</L>
</U>
<U n="success_actions">
<L n="loot_list">
<T>11111111111111111<!--Loot Buff 2"Action Loot"--></T>
</L>
</U>
<U n="success_chance">
<T n="base_chance">70</T>
</U>
</U>
</V> This code will have to be inside an interaction below the "Interaction Tags" once the interaction is over Your sim might get buff #1 or buff #2
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Post by Basemental on Apr 20, 2017 17:18:06 GMT -5
I see... thanks for clarifying, mate! Actually, after messing around with this for countless hours today I figured out the code, but didn't realise it had to be in an interaction.
I tried to get this to work with some other creative approaches, (that didn't quite work out the way I wanted mind you) like make one of the actions constant and the other from the first interaction loot list with a base chance of 70%, but I have not figured out how to cancel out the 100% one if the one that has a 70% base chance is triggered. (Does that make sense?)
What I am trying to achieve is that an interaction gives one action loot that is 100% and two invisible buffs that are 70/30, and from what I have gathered that isn't really possible with the dual outcome option, I tried adding the dual outcome beneath a single outcome, but as you said previously, those conflicted with each other.
Would it be possible to add an interaction to the first interaction loot list or do all the loots from the loot list need to be action loots? Or do I need to go with the first approach I mentioned and just figure out how to cancel out the 100% buff?
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Post by SACRIFICIAL on Apr 20, 2017 20:24:11 GMT -5
I'm not sure if I totally understood You here, do You want to have an interaction that gives You a 100% buff when it starts and then a 70/30 when it ends? if that's the case then You need to add the loot list to that buff in the "Basic Extras" field. if You're interaction doesn't have one you can simply add by pasting this code "Above" the "Interaction Category" box. so it should look like this.
<L n="basic_extras"> <V t="loot"> <U n="loot"> <L n="loot_list"> <T>1111111111111111111<!--The 100% buff that You will get once You start the interaction"Action Loot"--></T> </L> <V t="at_beginning" n="timing" /> </U> </V> </L> <L n="interaction_category_tags"> <E>Interaction_Super</E> <E>Interaction_All</E> <V t="dual" n="outcome">
<U n="dual">
<U n="failure_actions">
<L n="loot_list">
<T>22222222222222<!--Loot Buff 30%"Action Loot"--></T>
</L>
</U>
<U n="success_actions">
<L n="loot_list">
<T>3333333333333333<!--Loot Buff 70%"Action Loot"--></T>
</L>
</U>
<U n="success_chance">
<T n="base_chance">70</T>
</U>
</U>
</V> </L>
If You want to get that buff "After" the interaction is over but still have the other two it has to be like this
<V t="dual" n="outcome">
<U n="dual">
<U n="failure_actions">
<L n="loot_list"> <T>11111111111111<!--Loot Buff 100%"Action Loot"--></T> <T>22222222222222<!--Loot Buff 30%"Action Loot"--></T>
</L>
</U>
<U n="success_actions">
<L n="loot_list"> <T>11111111111111<!--Loot Buff 100%"Action Loot"--></T> <T>3333333333333333<!--Loot Buff 70%"Action Loot"--></T>
</L>
</U>
<U n="success_chance">
<T n="base_chance">70</T>
</U>
</U>
</V> </L>
The first code will give You the 100% buff once You start the interaction & then a 70% chance that You will get the positive buff & a 30 % that You'll get the negative buff The second code will give You the 100% buff once the interaction is over & then a 70% chance that You will get the positive buff & a 30 % that You'll get the negative buff
I hope this helps and sorry if I totally misunderstood what You wanted. if You need further help I'd be happy to provide it.
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Post by SACRIFICIAL on Apr 20, 2017 20:35:46 GMT -5
I just read Your reply again & it seems that I've missed the point lol. so If You don't want to get either of the secondary buffs if You already have the main buff You should put the main buff in the blacklist area of the "2" buffs action loots. so it should look like this.
<L n="loot_actions"> <V t="buff"> <U n="buff"> <U n="buff"> <T n="buff_type">2222222222222<!--30% Buff--></T> </U> <L n="tests"> <L> <V t="buff"> <U n="buff"> <L n="blacklist"> <T>1111111111<!--100% buff--></T> </L> </U> </V> </L> </L> </U> </V> </L> <T n="run_test_first">True</T>
and the same goes for the 70% buff's action loot I've never tested this out but I think that it should work. this way Your sim should not obtain either of the buffs if they already got the 100% buff
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Post by Basemental on Apr 21, 2017 2:55:36 GMT -5
Wow, thanks a lot for a very extensive and elaborate answer. Actually I think you hit the mark on your second example, I apologise for being terrible at trying to explain myself. Glad to see that I almost managed to sort it out with that third approach as well, I only missed the <T n="run_test_first">True</T> I had a feeling that it did not work due to the buffs being triggered simultaneously.
I tried out your second example now, and it works like a charm! Thanks a million!!
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Post by SACRIFICIAL on Apr 21, 2017 7:24:12 GMT -5
Wow, thanks a lot for a very extensive and elaborate answer. Actually I think you hit the mark on your second example, I apologise for being terrible at trying to explain myself. Glad to see that I almost managed to sort it out with that third approach as well, I only missed the <T n="run_test_first">True</T> I had a feeling that it did not work due to the buffs being triggered simultaneously. I tried out your second example now, and it works like a charm! Thanks a million!! You're welcome! & glad to hear that it worked. You explained it nicely but I was sleepy when I read it lol. Nice to hear that You almost got it to work by Yourself, sometimes a single line can do a dramatic change in a code. I always keep exploring any tuning that I can think of that can help Me achieve My results but sometimes no matter how hard I look I get stuck somewhere so I totally understand what You went through.
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Post by ravasheen on Sept 3, 2020 20:35:29 GMT -5
nvm - cant figure out how to delete this post lol
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