NRaas.StoryProgressionSpace.Personalities.BurgleScenario


The intent of this scenario is to simulate a sim stealing an object from another sim's home. The scenario can be written to actually transfer the object itself, or simply transfer the cash equivalent of the object.

Story Translation Information:
  • If "Failure" the story key will be suffixed with "Fail"

  • Index "0" through "9" is the Actor
  • Index "10" through "19" is the Target
  • Index "20" is the name of the object
  • Index "21" is the value of the object

<AllowGoToJail>

  • Whether the scenario is allowed to arrest and imprison the assailant if they fail have a higher <SneakinessScoring> tally
  • Valid values are "True" or "False"

<Maximum>

  • Defines the maximum value of an object stolen from the Target's home
  • Valid values are any whole number, or the <Name> of an option defined for this personality
  • If an option <Name> is specified, that option must be defined prior to this scenario in the XML file

<Minimum>

  • Defines the minimum value of an object stolen from the Target's home
  • Valid values are any whole number, or the <Name> of an option defined for this personality
  • If an option <Name> is specified, that option must be defined prior to this scenario in the XML file

<KeepObject>

  • Whether to add the stolen object to the Actor's inventory, or leave it in place at the Target's home
  • Valid values are "True" or "False"
  • All of the existing personalities simply feign the theft, and don't actually transfer the item, they simply transfer the monetary value of the object between the two households

<InvestigateStoryName>

  • Defines the story to use when a Private Investigator scenario is fired for this event
  • The scenario is added fluff, but provides job performance to the P.I. chosen for the scenario
  • If left empty, no investigator scenario will be fired
  • Valid values are "True" or "False"

<InvestigateMaximum>

  • Defines the maximum payment provided to the investigator for investigating the event
  • This field is only used if <InvestigateStoryName> is provided
  • Valid values are any whole number, or the <Name> of an option defined for this personality
  • If an option <Name> is specified, that option must be defined prior to this scenario in the XML file

<InvestigateMinimum>

  • Defines the minimum payment provided to the investigator for investigating the event
  • This field is only used if <InvestigateStoryName> is provided
  • Valid values are any whole number, or the <Name> of an option defined for this personality
  • If an option <Name> is specified, that option must be defined prior to this scenario in the XML file

<SneakinessScoring>

  • Defines a scoring table that is applied to each actor individually.
  • The final tallies are compared to each other, and the higher valued sim is considered the winner.
  • The scoring table provided must exist in either this module, or the base-mods scoring file
  • If left empty, the assailant always wins and the item is successfully stolen

<Success>

  • Specifies the results when the Actor is deemed the winner and the object is stolen
  • Details on the various fields in this set are available here : StoryProgression Tutorial Success Failure Scenario Field Sets
  • Note that if there is no difference between "Success" and "Failure" results, you can leave off the prefix and define a single Field set to handle both conditions.

<Failure>

  • Specifies the results when the Actor is deemed the loser and no objects are stolen
  • Details on the various fields in this set are available here : StoryProgression Tutorial Success Failure Scenario Field Sets
  • Note that if there is no difference between "Success" and "Failure" results, you can leave off the prefix and define a single Field set to handle both conditions.