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Post by mochicoffee on Sept 29, 2020 5:42:19 GMT -5
Hi, I need a little help with xml coding. I managed to make a simple buff, and interaction but how do I make the target sim answer to the question at the notification wall and also have a buff. I hope someone can help me to in this, thank you so much 
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Post by MizoreYukii on Sept 29, 2020 10:55:16 GMT -5
Try opening EA's files that do something similar in-game to see how they work and as for reference, it's the best example unless someone makes a tutorial (or besides mods). For example, when you use the "Other Sims" pie menu under Friendly that leads to "Ask about another sim" or "Hook up with" or "Talk up another sim" it leads to different notifications where the NPC responds about the question. This would be your best example. "Ask about another sim" continuation file (the one that leads to the notifications and chatting interaction) is E882D22F!00000009!000000000001E81E.mixer_social_GoingOutSocials_AskAboutAnotherSim.InteractionTuning.xml. Inside the file lists a bunch of test_based outcome responses based on the chosen tests. <L n="basic_extras"> <V t="notification"> <U n="notification"> <V n="dialog" t="single"> <V n="single" t="literal"> <U n="literal"> <V n="icon" t="enabled"> <V n="enabled" t="participant"> <U n="participant"> <L n="participant_type"> <E>TargetSim</E> </L> </U> </V> </V> <V n="secondary_icon" t="enabled"> <V n="enabled" t="participant"> <U n="participant"> <L n="participant_type"> <E>Actor</E> </L> </U> </V> </V> <V n="text" t="single"> <T n="single">0x460A9B62<!--I am SO in love with [2.SimFirstName]!--></T> </V> <E n="visual_type">SPEECH</E> </U> </V> </V> <U n="success_chance"> <L n="multipliers"> <U> <T n="multiplier">0</T> <L n="tests"> <L> <V t="sim_info"> <U n="sim_info"> <V n="ages" t="specified"> <L n="specified"> <E>TODDLER</E> </L> </V> <E n="who">TargetSim</E> </U> </V> </L> </L> </U> </L> </U> </U> </V> </L> <L n="loot_list" /> <E n="outcome_result">SUCCESS</E> </U> <U n="weight"> <T n="base_value">2</T> </U> </U> </L> <L n="tests"> <L> <V t="relationship"> <U n="relationship"> <T n="num_relations">1</T> <U n="prohibited_relationship_bits"> <L n="match_any"> <T>15822<!--romantic-Married--></T> </L> </U> <U n="relationship_score_interval"> <T n="lower_bound">30</T> </U> <L n="subject"> <E>TargetSim</E> </L> <L n="target_sim"> <E>PickedSim</E> </L> <T n="track">16651<!--LTR_Romance_Main--></T> </U> </V> </L> </L> </U>
You'd basically replicate this system in your own interaction. There are other ways to do it with a bunch of loots, etc. but this is probably the best option. As for buffs, since this is a basic extra you can either attach the buff directly into it and set the participant to whoever is getting the buff, or you can use a loot and do the participant labeling and add the buff there. The TDESCs will cover the format, etc. and other test_based basic_extras outcomes can help with the buffs and loots (DocFetcher is a good file searching program).
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Post by mochicoffee on Oct 24, 2020 4:09:30 GMT -5
Thanks!  that helped a lot!
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