Success / Failure Scenario Field Sets


The majority of the generic scenarios available for use in personalities have the capability to provide different results based on whether they succeed or failed.

Success and Failure conditions are related to the type of scenario, and will not be covered here. However, the fields used for "Success" and "Failure" are the same for all types of scenarios.

For the purposes of simplicity, the prefix for the fields will be left off. Field prefixes are defined in the documentation for the scenario itself. The "?" in the field name is to be replaced with the given prefix.

<?Delta>

  • This value is passed into the given <?Scenario> and used as the default <Delta> when that scenario is fired
  • Valid values are any whole number
  • The use of this value is contingent on the type of <?Scenario> specified. It may be used to adjust relationship, or for some other purpose

<?UseActor>

  • Whether to pass the Actor from the active scenario into the given <?Scenario>
  • If not passed, the chained scenario will use its own "Actor" scoring filter to determine the sim to use
  • Valid values are "True" or "False"

<?UseTarget>

  • Whether to pass the Target from the active scenario into the given <?Scenario>
  • If not passed, the chained scenario will use its own "Target" scoring filter to determine the sim to use
  • Valid values are "True" or "False"

<?ExchangeActors>

  • When set to "True", the Actor and Target are reversed when they are sent to the given <?Scenario>
  • Valid values are "True" or "False"

<?Scenario>

  • Defines the <Name> of another WeightOption in the given personality
  • When this set is activated, the scenario will be fired and run immediately following the completion of the active scenario
  • The <Name> given must exist prior to this set in the Personality XML file

<?ActorBuff?>

  • Defines a buff to apply to the Actor in the scenario
  • The second "?" in the field name is an index ranging from 1 to N
  • The XML parser will cease parsing buffs once it locates a missing index
  • This is used in conjunction with <?ActorOrigin?> to define a moodlet
  • Valid values are any single element from this list : [EA Scripting Constants#Buff Names|Buff Names]]

<?ActorOrigin?>

  • Defines the origin of a buff when applied to the Actor in the scenario
  • The second "?" in the field name is an index ranging from 1 to N
  • This is used in conjunction with <?ActorBuff?> to define a moodlet

<?TargetBuff?> and <?TargetOrigin?>

  • Same as "ActorBuff" and "ActorOrigin", except the moodlets are applied to the Target in the scenario



<?RecruitAllowSteal>

  • Whether this scenario is allowed to steal sims from opposing clans and add them to this one
  • If the sim is part of an opposing clan, and this field is "True", the sim resigns from that clan and is added to this one
  • Valid values are "True" or "False"

<?RecruitTarget>

  • This is a Scoring Filter set defining with the "Target" as the "Other" sim
  • If this set is not specified, all sims in town are considered potentials
  • The potentials from this filter are passed into the <RecruitActor> filter
  • For further information see this post : StoryProgression Tutorial Scoring Filters

<?RecruitActor>

  • This is a Scoring Filter set defining with the "Actor" as the "Other" sim
  • If this set is not specified, all sims that satisfy the <RecruitTarget> filter are considered potentials
  • For further information see this post : StoryProgression Tutorial Scoring Filters



<?PropagateExchangeActors>

  • When set to "True", the Actor and Target are reversed when they are sent to the given <?PropagateFullClassName>
  • Valid values are "True" or "False"

<?PropagateFullClassName>

  • Defines the name of the propagate buff scripting class to fire
  • If left empty, the <Propagate> set of fields are not used in this scenario
  • Available choices for propagation are the following :
    • "NRaas.StoryProgressionSpace.Scenarios.Propagation.PropagateEnemyScenario"
      • Propagates hate for the Actor throughout the town
    • "NRaas.StoryProgressionSpace.Scenarios.Propagation.PropagateLikingScenario"
      • Propagates friendship for the Actor throughout the town

<?PropagateStory>

  • Defines the translation key for the propagation story to use
  • This field must be given if you are defining a propagation

<?PropagateChildStory>

  • Defines the translation key when a child is involved in the propagation scenario
  • If left empty, the propagation will not display stories involving children

<?PropagateInitialReportChance>

  • Defines the chance that the first propagation story will be displayed to the user
  • By default, this value is "10", meaning there is a 10% chance that the story will be displayed
  • Valid values are any whole number ranging from 0 to 100

<?PropagateContinueReportChance>

  • Defines the chance that the subsequent propagation stories will be displayed to the user
  • By default, this value is "10", meaning there is a 10% chance that the story will be displayed
  • Valid values are any whole number ranging from 0 to 100

<?PropagateBuff>

  • Defines the buff to apply to each Target sim involved in the propagation
  • If is unnecessary to specify a buff, as most scenarios automatically define an appropriate one
  • Valid values are any single element from this list : Buff Names

<?PropagateOrigin>

  • Defines the origin of the buff.
  • This value is shown at the bottom of the tooltip when the user reads the details of a moodlet.
  • If is unnecessary to specify an origin, as most scenarios automatically define an appropriate one

<?PropagateActor>

  • This is a Scoring Filter set defining the "Actor" for the propagation story
  • For further information see this post : Scoring Filters

<?PropagateTarget>

  • This is a Scoring Filter set defining the "Target" for the propagation story
  • For further information see this post : Scoring Filters