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I took a pause from writing the next ep. of Crossing, and I'm taking this time to continue our journey inside interactions, because they need a more extensive breakdown than other things. 

And I have here a Spell, which is nothing else than an interaction:

We'll be looking at this part here, the basic_extras. This is not required for an interaction to work, but can do many interesting things, and it's really useful. You'll find it in many interactions, too. As a first thing, we need to understand the difference between the basic_extras and the outcome. They both make they interaction do stuff like running loots:

but they do it in a different way. We'll see outcomes in another tutorial. 

The interaction I have here has a tested_outcome. It means that this interaction can have more potential outcomes, and the one that will be chosen in the one that passes the test.

for example, this interaction will pick and run this outcome only in the case of the Actor sim not having one of the buffs above. And it will pick only one of the tuned outcomes, never all of them. And... outcomes can have a basic_extras part of their own:

So, what is the basic_extras? (also, interactions are not the only thing that supports the basic_extras variant)

Unlike the outcome, what is tuned in the basic_extras always run when the interaction runs:

So... while I want the loot_Spells_Sim_Clean_Actor to run ONLY in the case of the interaction having a successful outcome, I want the loot_WitchOccult_WitchXP_Gain_Medium to always run when the sims cast this spell. The sims should always gain XPs from casting spells regardless of the success or failure of it, but should clean themselves only in the case of the spell being successful, and I do this by tuning the things that should always happen when the interaction runs not in all the outcomes, but in the basic_extras. 

These actions, and many other things that can be tuned in the basic_extras, can be run at the beginning of the interaction, at the end or on_xevt, to align with the animation being played, but in this case you need the xevt ID of the animation, which is something the developers set inside the animation itself. Outcomes always run at the end.

Loots and buffs are just ONE of the things the basic_extras can do:

they can go as far as opening CAS or setting the Time Speed:

  

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