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Post by alexbail on Aug 17, 2020 18:27:44 GMT -5
Hi everyone, does anyone know how to create a custom rabbit hole event? Similar to the idea of the circus/opera events from city living, or the volunteer activities from parenthood.
I want to make a rabbit hole event that families can go to, or invite sims from outside their homes to go to together.
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Post by alexbail on Aug 29, 2020 8:14:02 GMT -5
I would super love some advice on this!! I'm trying to learn code and stuff and it's difficult. If anyone has any pointers I would love it!
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Post by MizoreYukii on Aug 29, 2020 10:51:47 GMT -5
You need to use EA files as a base. Use this volunteer rabbithole interaction as your base and make it into a custom file ( How to Start a Custom Tuning File): E882D22F!00000012!000000000002725D.SI_VolunteerEvents_BakeSale.InteractionTuning.xml Then you add and remove what you need depending on what you want the interaction to do, like the outcome, the name of the interaction in-game, how long it goes for, etc. Here is the section you adjust to determine how long they are gone for. <V n="basic_content" t="flexible_length"> <U n="flexible_length"> <L n="conditional_actions"> <V t="literal"> <U n="literal"> <L n="conditions"> <V t="time_based"> <U n="time_based"> <T n="max_time">360</T> <T n="min_time">300</T> </U> </V> </L> <E n="interaction_action">EXIT_NATURALLY</E> </U> </V> </L> If you want to make sure they are considered indoors, make sure this is true: <T n="counts_as_inside">True</T>
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Post by alexbail on Aug 30, 2020 8:13:41 GMT -5
Thank you so much! This really helps to get me going a bit.
I have a couple more questions if you're able to answer.
Does this determine where the interaction pops up? as in, under the computer, mailbox, or phone?
How am I able to create custom moodlets in after they return?
Is there a way to make the rabbit hole event cost money?
Thank you so much!!!
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Post by MizoreYukii on Aug 30, 2020 10:05:24 GMT -5
1. No, where it shows up depends on where you inject it, and you can inject to multiple places. By inject I mean using scripts to add your interaction into the game, rather than overriding which can cause conflicts. It's best to use XML Injector instead of trying to create your own script as a new creator, it has documentation covering each type you may need. 2. Moodlets are buffs, and Zer0 has a tutorial on them, it's in the "Start to Finish" section at top that goes over loots and interactions as well. That should help answer some other questions as you work. 3. There is, try using this in basic_extras and adjust it (may want to turn the True to False). <V t="payment"> <U n="payment"> <T n="display_only">True</T> <V n="payment" t="literal"> <U n="literal"> <V n="payment_cost" t="amount"> <U n="amount"> <T n="amount">110</T> </U> </V> </U> </V> </U> </V>
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Post by alexbail on Sept 13, 2020 13:21:22 GMT -5
1. No, where it shows up depends on where you inject it, and you can inject to multiple places. By inject I mean using scripts to add your interaction into the game, rather than overriding which can cause conflicts. It's best to use XML Injector instead of trying to create your own script as a new creator, it has documentation covering each type you may need. 2. Moodlets are buffs, and Zer0 has a tutorial on them, it's in the "Start to Finish" section at top that goes over loots and interactions as well. That should help answer some other questions as you work. 3. There is, try using this in basic_extras and adjust it (may want to turn the True to False). <V t="payment"> <U n="payment"> <T n="display_only">True</T> <V n="payment" t="literal"> <U n="literal"> <V n="payment_cost" t="amount"> <U n="amount"> <T n="amount">110</T> </U> </V> </U> </V> </U> </V> Thank you so much!!! This is super helpful. I have hopefully one last question, and it's about XML Injector. So I'm looking at the modder's documentation, and the code to add an interaction for the phone is there. I get that this piece is just an example. But what am I supposed to add into my own? I don't really know XML and I know that's the key to this but I don't know where to start, either. Here's what I have for my own code: <?xml version="1.0" encoding="utf-8"?> <I c="XmlInjector" i="snippet" m="xml_injector.snippet" n="alexb:Therapy" s="11246989309420477544"> <L n="add_interactions_to_phones"> <T>123456789<!--SuperInteraction: new_custom_interaction_1--></T> <T>987654321<!--SuperInteraction: new_custom_interaction_2--></T> </L> And here's the example given in Modder's Documentation: <?xml version="1.0" encoding="utf-8"?> <I c="XmlInjector" i="snippet" m="xml_injector.snippet" n="Scumbumbo_XmlInjector_Test3" s="10608251930441092050"> <L n="add_interactions_to_phones"> <T>123456789<!--SuperInteraction: new_custom_interaction_1--></T> <T>987654321<!--SuperInteraction: new_custom_interaction_2--></T> </L> </I> You are unbelieveably helpful, when I get some extra cashflow I will be becoming a patron of your work!!! Thank you!
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Post by MizoreYukii on Sept 13, 2020 16:35:33 GMT -5
Hi! And ty, that means a lot! So where it says
<L n="add_interactions_to_phones">
<T>123456789<!--SuperInteraction: new_custom_interaction_1--></T>
<T>987654321<!--SuperInteraction: new_custom_interaction_2--></T>
</L>
Add your own interactions instead, so it will instead look something like this: <L n="add_interactions_to_phones">
<T>000000000000000000<!--alexb:GoToTherapy_RabbitholeInteraction--></T>
</L> And if you have more than one interaction you just add a second one, third, etc., like shown in the example.
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Post by alexbail on Sept 14, 2020 15:37:12 GMT -5
So I would literally make all those 0s? how do I come to the conclusion that those are the numbers I need?
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Post by MizoreYukii on Sept 14, 2020 16:43:53 GMT -5
So I would literally make all those 0s? how do I come to the conclusion that those are the numbers I need? Sorry, the 0's are just placeholders. You need to insert your tuningID (aka the s= at the top of your interaction) where the zeros are. The name/green text is not read by the game.
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