Use of the <tonefile> file


Tones files enable the addition of career tones over the default complement available to the EA-Core careers. In addition it allows the "NRaas.Gameplay.Careers.OmniCareer" scripting class to implement tones from other careers.

<tonename>

  • This is a GUID for the tone. The name is used as a string key lookup to specify the translation text.
  • It is best to be highly unique when naming your tone, to ensure that your name does not conflict with one used by another custom career.

<fullclassname>


<careerguid>

  • GUID of the career to which this tone is attached
  • Note that certain tone scripting classes can only be assigned to certain career scripting classes

<careerminlevel>

  • The Minimum level at which this tone will be visible

<careermaxlevel>

  • The Maximum level at which this tone will be visible

<careerbranch>

  • The Branch in which this tone will be visible
  • If left blank, the tone will be available for all branches in the career
  • If you wish the tone to appear to in multiple branches, you *must* create two separate tones

<musthavevisibleskill>

  • A boolean flag specifying that at least one of the given skills must be visible in the sim's Skill Panel in order for the tone to appear
  • Note that this only applies to tones which have at least one specified skill
  • Default is "True"

<onlyskill>

  • A boolean flag specifying whether the tone is only visible when the sim requires skill progression
  • If the sim does not have the appropriate skill, or is maxed out, this flag will hide the tone
  • Note that this only applies to tones which have at least one specified skill
  • Default is "True"

<onlymetric>

  • A boolean flag specifying that the tone is only available when a metric corresponding to a specified skill is found in the current career level
  • Default is "False"

<performancemodifier>

  • Specifies an increase or decrease in career performance delta during the operation of this tone

<skillcount>

  • Specifies the number of valid <skill[n]> fields available for the tone
  • If this tone has no assigned skills, the appropriate value would be 0

<skill[n]> (where [N] is a integer)

  • The name of the skill to increase during the operation of this tone
  • This can be a existing EA defined SkillNames element, or a custom skill loaded by this mod

<skillrate[n]> (where [N] is a integer)

  • The rate at which to increase the skill defined in <skill[n]>
  • Values are hourly rates. The value required to reach the next level is dependent on the skill

<metriccount>

  • Specifies the number of valid <metricrate[n]> fields available for the tone
  • If this tone has no assigned motives, the appropriate value would be 0

<metricrate[n]> (where [N] is a integer)

  • The rate at which the rate increased with each <metrichoursuntilchanged[n]> time increment
  • As all metrics a integral, it is not possible to specify a partial value

<metrictype[n]> (where [N] is a integer)

  • The name of the metric to adjust during the operation of this tone
  • See Careers Tutorial ToneFile for a list of available values

<metrichoursuntilchanged[n]> (where [N] is a integer)

  • An value measured in whole hours. Defines how often the value in <metricrate[n[> is applied to the sim
  • This value is an integer

<motivecount>

  • Specifies the number of valid <motive[n]> fields available for the tone
  • If this tone has no assigned motives, the appropriate value would be 0

<motive[n]> (where [N] is a integer)

  • The name of the motive to adjust during the operation of this tone
  • See the thread listed in the first Addendum for a list of available Motive elements

<motiverate[n]> (where [N] is a integer)

  • The rate at which to adjust the motive defined in <motive[n]>
  • Values are hourly rates (motives operate in a range of -100 to 100)
  • This value can be either positive or negative to suite the nature of the tone



MetricType


Used by the CareerToneEx scripting mod.

  1. ConcertsPerformed
  2. Journals
  3. Recruitment
  4. Reports
  5. StoriesAndReviews
  6. WinLossRecord
  7. MeetingsHeld



<FullClassName> in <Tone> dataset


NRaas.Gameplay.Tones.CareerToneEx, NRaasCareer
  • This tone handles the <Skill> and <Motive> fields allowing the user to create a generic skill increasing career tone

NRaas.Gameplay.OmniSpace.Tones.ChatWithPartnerTone, NRaasCareer
  • Requires the use of the "NRaas.Gameplay.Careers.OmniCareer" scripting class
  • This is a replacement for the "ChatWithPartnerTone" normally available only in the LawEnforcement career

NRaas.Gameplay.OmniSpace.Tones.DoASideJob, NRaasCareer
  • Requires the use of the "NRaas.Gameplay.Careers.OmniCareer" scripting class
  • This is a replacement for the "DoASideJob" normally available only in the Criminal career
  • This tone is based off "NRaas.Gameplay.Tones.CareerToneEx" and handles skill/motive fields

NRaas.Gameplay.OmniSpace.Tones.DoIndependentExperiment, NRaasCareer
  • Requires the use of the "NRaas.Gameplay.Careers.OmniCareer" scripting class
  • This is a replacement for the "DoIndependentExperiment" normally available only in the Science career
  • This tone is based off "NRaas.Gameplay.Tones.CareerToneEx" and handles skill/motive fields

NRaas.Gameplay.OmniSpace.Tones.HoldMeetingsTone, NRaasCareer
  • Requires the use of the "NRaas.Gameplay.Careers.OmniCareer" scripting class
  • This is a replacement for the "HoldMeetingsTone" normally available only in the Business career
  • This tone is based off "NRaas.Gameplay.Tones.CareerToneEx" and handles skill/motive fields

NRaas.Gameplay.OmniSpace.Tones.PrepareForGame, NRaasCareer
  • Requires the use of the "NRaas.Gameplay.Careers.OmniCareer" scripting class
  • This is a replacement for the "PrepareForGame" normally available only in the Sports career
  • This tone is based off "NRaas.Gameplay.Tones.CareerToneEx" and handles skill/motive fields

NRaas.Gameplay.OmniSpace.Tones.WorkOnLateHomeworkTone, NRaasCareer
  • Requires the use of the "NRaas.Gameplay.Careers.OmniCareer" scripting class
  • This is a replacement for the "WorkOnLateHomeworkTone" normally available only in the School careers
  • This tone is based off "NRaas.Gameplay.Tones.CareerToneEx" and handles skill/motive fields

The following are existing EA tones that are sufficiently generic to be used on any Career class (EA or custom):

  • Sims3.Gameplay.Careers.Criminal+PracticeIllicitActivities, Sims3GameplaySystems
  • Sims3.Gameplay.Careers.Culinary+PracticeCookingTone, Sims3GameplaySystems
  • Sims3.Gameplay.Careers.Journalism+PracticeWriting, Sims3GameplaySystems
  • Sims3.Gameplay.Careers.LawEnforcement+BuildCaseTone, Sims3GameplaySystems
  • Sims3.Gameplay.Careers.LawEnforcement+WorkoutTone, Sims3GameplaySystems
  • Sims3.Gameplay.Careers.Medical+PlayGolfTone, Sims3GameplaySystems
  • Sims3.Gameplay.Careers.ProSports+WorkOutInGym, Sims3GameplaySystems
  • Sims3.Gameplay.Careers.Medical+SleepInReadyRoomTone, Sims3GameplaySystems
  • Sims3.Gameplay.Careers.Music+StudyMusicTheoryTone, Sims3GameplaySystems
  • Sims3.Gameplay.Careers.SleepAtWorkTone, Sims3GameplaySystems
  • Sims3.Gameplay.Careers.SuckUpToBossTone, Sims3GameplaySystems
  • Sims3.Gameplay.Careers.TakeARiskTone, Sims3GameplaySystems
  • Sims3.Gameplay.Careers.TakeItEasyTone, Sims3GameplaySystems
  • Sims3.Gameplay.Careers.WorkHardTone, Sims3GameplaySystems