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So, test based outcomes. the interaction I cloned is the one for Vent. 

Now you can give it a look.... and it's pretty much the same as the other one, apart from a mood list, the outcome, and some conditions in the test globals:

Now this means that the interaction will be associated with the stress emotion and change color... do I want it? Well... my roommate and his violin are associated with my stress, so why not... I'm going to keep it.

Now the outcome... if you scroll it down you'll see that it has one fallback outcome, and a bunch of test based potential outcomes with their tests:

This interaction also has responses enabled, little cute animations that play after the interaction is run. I'm going to change them, but keep them.

A fallback outcome is an outcome that will always play when the TargetSim doesn't pass any of the tests in the potentials outcome, in here, is a successful outcome...

As you can see from the loot list, the animation, and the responses.

Then we have a series of potential outcomes:

This is successful and has a base value of 3 to be picked by the target in case he passes this outcome test:

that calls a pretty standard score based test shared by most friendly interaction. the target sim passes this test if he scores 15 or more out of that test:

that gives out point based on a series of possibilities. Like, if the actor and the target are friends, it will give him 6 points, but if the context is awkward, then it will remove 5

I like this kind of test because you can tune it up or down by only changing this number, and it will make the interaction easier or harder to succeed. 

the other potential outcomes are failure ones:

with their base value and test based score. this test pass only if the sim scores -7 or less.

Now since I hate myself, I'm going to replace the fallback outcome with a failure one

and change the animations. This means that if the sim doesn't score more than 15 the interaction will always fail. It just doesn't seem realistic to ask him to stop and have him stop, without having a good relationship with him...

but I'm going to make the success outcome a bit easier to pass... btw I had put my loot to give the hidden buff only in the success outcome:

I then fixed the test global, so that this interaction can only be run toward roommates with the hidden trait Interest music, and removed the condition that the actor must be stressed to run it...

And here it is:

I'll try to run the interaction with Yuki, and they're not friends...

he didn't take her request... so well...

Oh, i also did another loot and other 2 buffs to give if the interaction is a failure...!

Let's try Candy...

I run "bright day" to put him in a good mood and then asked him... he understood and got my hidden buff!

Now it will require some time to see if the hidden buff works. But ehi, the way I made this is the same we saw in the very basic tutorial!

......

What? You're not getting this mod... this is mine. You want it? You do it yourself!

Comments

Leila Beam

This is so helpful! Thank you! I am learning so much!