ABCD
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TerminologyMeaning/ExpansionFunctionDefined In
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Credit:Sims MX & Arsil via ModtheSimshttps://modthesims.info/showthread.php?t=492221
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\n\tSingle tab (TabSingle)For coding beginners: items like \n are called "escape sequences" and are basically small short-hand commands that you can stick in strings of text, instead of having to close the string and write a separate command. It's common for them to be related to modifying the string itself, so in this case \n = new line and \t = tab. When done correctly, they won't show up on any screens they're printed out, they'll just modify the string they way they were programmed to.
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\n\t\tDouble tab (TabDouble)See Single tab (TabSingle)
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\n\t\t\tTriple tab (TabTriple)See Single tab (TabSingle)
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\n\t\t\t\tQuadruple tab (TabForth[sic])It is Forth instead of Fourth--that's not a typo. See Single tab (TabSingle)
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AAAction AvailabilityRules for when an Interaction is available for an actor to participate.GameplayData.package->SocalizingActionAvailability.xml
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ActionAction Element
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ADAction DataSets some GENEREAL rules for when an interaction can trigger, regardless of individual characteristics of Sims or Short Term Contexts, and other general behaviors, like how likely surrounding Sims will watch the interaction. Only has an Action Bit hexidecimal parameter, but has a child "Misc" value with other parameters included in this document.
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AGEAge
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Ages: P, C, T, Y, A, EInfant, Child, Teen, Young Adult, Adult, ElderAlmost universal abbreviations for age filters. There are some Age restrictions were Infant is represented by B for Baby, but I'll try to note those when they come up.
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AIAction Info
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AKTTActor Knows Target Trait
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ALTRAction Long Term RelationshipSome have found this to mean Autonomous Long Term Relationship, but Action is what is listed in the code. The minimum Long Term Relationship value that is needed in order for the interaction to be autonmously chosen by the actor.
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AnimAnimationThe specific animation in the animation suite noted in the Jazz graph
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ATEActor Traits Encouraging interactionTraits that add more "weight" or likelihood of an actor choosing a specific interaction.
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ATRAActor Traits Restricting AutonomousTraits that prevent a certain interaction from being chosen by the actor.
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ATREQActor Traits RequiredTraits that make a certain action available to be chosen by the actor.
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autoAutonomousMakes an interaction available for sims to act out autonomously
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AvailableUser AvailabilityHas parameters for determing if an action is autonomous or only available through clicks in the pie menu by the user.
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AWTAllowed World TypeWhich worlds this action is allowed in. For example, TryForBaby and interactions related to becoming pregnant are not allowed in vacation worlds in a vanilla game.
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boolBooleanA variable that traditionally only measures whether something is "true" or "false." Some booleans in TS3 include a third, middle option: trueorfalse.
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BuffBuff applied or removedBuffs applied or removed to sims x and y following an interaction
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cChancesThe number of times before an interaction becomes boring if used repeatedly
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Cat (SAA)Short-Term ContextRepresents short-term context in SAA
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charIncCharisma IncreaseAdd the number of points after the equals sign to the RHS character's charisma skill
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comCommodityEssentially declares and defines the different potential "mood categories" for short-term contexts. Some short-term contexts are named after the commodity they're stored under, usually the 'medium' flavor. ("Friendly" stc is found under the "Friendly" com etc.)GameplayData.package->Socalizing.xml
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cpcommodity positiveA Left Hand Side rule parameter. Generally speaking, when it appears on "positive" interactions, its value is "1". When it appears on negative interactions, its value is "-1." However, that isn't always the case.
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data (Graph)Data (source)Which packaged game's data does this action rely on and/or modify? Can be "BaseGame" or an EP with the format "EP1," "EP2," etc. EPs will create totally new interactions, but also slightly update existing actions--like when there's new items to "Ask For" or a new occult or activity to "Complain About."
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EndStanceEnding StanceWhat pose Sim x and Sim y should stand in at the end of an interaction. Example: "Bad" to follow an insulting interaction, to make them have upset/hostile postures towards each other.
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FOLFree Overlay Level(?OverlayHead?)
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FPA (SAA)?First Person Action?Holds the action data key
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GRGeneral Rule
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Gr (SAA)Long Term RelationshipRepresents Long-Term Relationship in SAA
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GraphSocial jig graphValues that help set up where and how sims should stand before starting the animations for an interaction, what interaction they'll be preforming, what jig they need to be standing on to affect their spacing etc.
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ICIntended Commodity
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ITLAInteresting To Look AtAdds more "weight" or likelihood of a Sim choosing to look at the specific interaction taking place.
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JazzJazz scriptScripts related to animation
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jigModifies what jig the characters have to stand on to complete the interaction--helps determine the spacing of the two sims
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jigDataJig Data Version
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jigMJigMedatorName
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JLJealosy LevelWhether an interaction will trigger a jealous reaction from a romantic interest or partner. Options are None, Low, Medium, and High. NRAAS Industries' website should have some good documentation on how this works in their page for Twallan's Woohooer mod.GameplayData.package->Socalizing.xml
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key (Action)Action key referenceThe name of the action as it appears in the ActionAvailability xmlGameplayData.package->SocalizingActionAvailability.xml
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key (Text)Key text reference (Active interaction name)The name of the portion of an interaction performed by the actor who is taking initiative for the action (Hug, not be hugged)
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LHSLeft Hand SideThe left-hand side of an operator, often looking up where a certain reference is addressing. (What is the actual memory address of X?)
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LSLoop StatesControls whether an animation/interaction should loop & for how many times etc.
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LTRLong Term RelationshipReferences the type and value of long term relationship between two sims.GameplayData.package->Socalizing.xml
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LTRBitsLong Term Relationship Interaction bits
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ltrolong term relationship overrideFound in Left Hand Side rules, and only ever set to 5 in basegame when it does appear--seems to make certain interactions appear regardless of relationship status.
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MAYBEMaybe BooleanBoolean: 1- False, 0 TrueOrFalse, 1 True
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Misc (AD)
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oaendOnly Available N Days
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ParMenParent Menu
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partPartner
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peauProcedural Effect After
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pebuProcedural Effect Before
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petRejGeneric Pet Rejection
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Pie MenuPie Menu/Social MenuThe circle of options the user sees when they click on a Sim or object to interact
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ProcTestProcedural TestCalls a more complex method/function for testing whether a given interaction should appear for a specific sim
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pvtPassive Text KeyThe name of the portion of an interaction being received by a second actor (be hugged)
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rRecharges
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rRider
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raReinforcement Amount
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ReinforceReinforcement
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remRem?
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repRepitition
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RHSRight Hand SideUsually involves the outcomes or values of a process or equation, and in this case seems to show possible animation outcomes after passing the different checks and procedural tests. See comments for more notes.
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RPROCRight Hand Side Procedural Tests
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RulesDefines the various ways an interaction can play out.
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SASpeech ActThe "category" or type of interaction, as broken down in the pie menu (?key="BeRomanticButNotFlirty")
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SAAShort-Term Context Action AvailabilityHelps define when the interaction is available. Defines what happens in each short-term context (as <Cat>) to the long term relationships (as <Gr>) directly under the most recently listed short-term context.
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SCSTCLooks like another Short Term Context tag
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SESocial Effectiveness
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SKSkill
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soverSpec Override
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SPA (SAA)?Second Person Action?Holds the action data key
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StanceStart StanceThe stance a Sim should take before beginning the animation of an interaction
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state (RHS)Right Hand Side state nameLooks like basically an outcome name: what happens if an interaction is accepted vs rejected by a passive Sim etc.
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stcShort-Term ContextThe feelings a Sim can have about the other Sim in a conversation, including the "levels" or "flavors" within each commodity (emotional category) . [SimA] thinks [SimB] is "Amusing," "Funny," "Hilarious" etc.GameplayData.package->Socalizing.xml
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suite (Graph)Animation suite nameThe group of animations for a specific interaction, including the different styles for different short-term-contexts and outcomes
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TAATopic Action Availablilty
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tbTargetBetrayed
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teoTopic Parameter
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TextText Element
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TopicTopic
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TPThird Person
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tpaThird Party Animation
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TraitTraits learnedTraits that can be learned by each Sim after a certain interaction. (Hidden vampire trait after Turning interaction etc.)
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trait (RHS)Right Hand Side traitsMAYBE traits that add weight to a certain outcome. If y=unflirty, that'll be more likely to trigger a kiss rejection etc.
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TUNTuningModify skill level
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udoUser Directed OnlyMakes an interaction only available for sims to act out at the user's command
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val (AD)Action Data bitsA hexidecimal that represents qualifying conditions or limitations on specific interactions. A list of these is in the Action Bit Values tab.
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val (Graph)
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val (LHS)
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VanillaUnmoddedA game running with no mods.
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verVersion Name
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wRider of X
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wgpWrong Gender Preference
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xSim X, values applied to Sim XValues relating to the acting sim
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ySim Y aka "Target", values applied to Sim YValues relating to the passive sim