NRaas.StoryProgressionSpace.Personalities.TorchScenario


The intent of this scenario is to simulate a sim setting fire to an object in another sim's home. Note that regardless of the "Success" or "Failure" of this scenario, the object in question is always broken. "Failure" simply defines whether the Instigator is caught in the act or not.

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

<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"

<AllowInjury>

  • Whether the scenario is allowed to send the victim to the hospital
  • If the user has the "Allow Push Death" option enabled, sending a sim to the hospital can result in their death
  • Valid values are "True" or "False"

<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

<Success>

  • Specifies the results when the Actor is deemed the winner
  • 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 will be thrown in jail if allowed
  • 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.