| A | B | C | D | |
|---|---|---|---|---|
1 | Terminology | Meaning/Expansion | Function | Defined In |
2 | Credit: | Sims MX & Arsil via ModtheSims | https://modthesims.info/showthread.php?t=492221 | |
3 | \n\t | Single 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. | |
4 | \n\t\t | Double tab (TabDouble) | See Single tab (TabSingle) | |
5 | \n\t\t\t | Triple tab (TabTriple) | See Single tab (TabSingle) | |
6 | \n\t\t\t\t | Quadruple tab (TabForth[sic]) | It is Forth instead of Fourth--that's not a typo. See Single tab (TabSingle) | |
7 | AA | Action Availability | Rules for when an Interaction is available for an actor to participate. | GameplayData.package->SocalizingActionAvailability.xml |
8 | Action | Action Element | ||
9 | AD | Action Data | Sets 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. | |
10 | AGE | Age | ||
11 | Ages: P, C, T, Y, A, E | Infant, Child, Teen, Young Adult, Adult, Elder | Almost 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. | |
12 | AI | Action Info | ||
13 | AKTT | Actor Knows Target Trait | ||
14 | ALTR | Action Long Term Relationship | Some 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. | |
15 | Anim | Animation | The specific animation in the animation suite noted in the Jazz graph | |
16 | ATE | Actor Traits Encouraging interaction | Traits that add more "weight" or likelihood of an actor choosing a specific interaction. | |
17 | ATRA | Actor Traits Restricting Autonomous | Traits that prevent a certain interaction from being chosen by the actor. | |
18 | ATREQ | Actor Traits Required | Traits that make a certain action available to be chosen by the actor. | |
19 | auto | Autonomous | Makes an interaction available for sims to act out autonomously | |
20 | Available | User Availability | Has parameters for determing if an action is autonomous or only available through clicks in the pie menu by the user. | |
21 | AWT | Allowed World Type | Which 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. | |
22 | bool | Boolean | A variable that traditionally only measures whether something is "true" or "false." Some booleans in TS3 include a third, middle option: trueorfalse. | |
23 | Buff | Buff applied or removed | Buffs applied or removed to sims x and y following an interaction | |
24 | c | Chances | The number of times before an interaction becomes boring if used repeatedly | |
25 | Cat (SAA) | Short-Term Context | Represents short-term context in SAA | |
26 | charInc | Charisma Increase | Add the number of points after the equals sign to the RHS character's charisma skill | |
27 | com | Commodity | Essentially 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 |
28 | cp | commodity positive | A 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. | |
29 | 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." | |
30 | EndStance | Ending Stance | What 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. | |
31 | FOL | Free Overlay Level | (?OverlayHead?) | |
32 | FPA (SAA) | ?First Person Action? | Holds the action data key | |
33 | GR | General Rule | ||
34 | Gr (SAA) | Long Term Relationship | Represents Long-Term Relationship in SAA | |
35 | Graph | Social jig graph | Values 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. | |
36 | IC | Intended Commodity | ||
37 | ITLA | Interesting To Look At | Adds more "weight" or likelihood of a Sim choosing to look at the specific interaction taking place. | |
38 | Jazz | Jazz script | Scripts related to animation | |
39 | jig | Modifies what jig the characters have to stand on to complete the interaction--helps determine the spacing of the two sims | ||
40 | jigData | Jig Data Version | ||
41 | jigM | JigMedatorName | ||
42 | JL | Jealosy Level | Whether 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 |
43 | key (Action) | Action key reference | The name of the action as it appears in the ActionAvailability xml | GameplayData.package->SocalizingActionAvailability.xml |
44 | 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) | |
45 | LHS | Left Hand Side | The left-hand side of an operator, often looking up where a certain reference is addressing. (What is the actual memory address of X?) | |
46 | LS | Loop States | Controls whether an animation/interaction should loop & for how many times etc. | |
47 | LTR | Long Term Relationship | References the type and value of long term relationship between two sims. | GameplayData.package->Socalizing.xml |
48 | LTRBits | Long Term Relationship Interaction bits | ||
49 | ltro | long term relationship override | Found 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. | |
50 | MAYBE | Maybe Boolean | Boolean: 1- False, 0 TrueOrFalse, 1 True | |
51 | Misc (AD) | |||
52 | oaend | Only Available N Days | ||
53 | ParMen | Parent Menu | ||
54 | part | Partner | ||
55 | peau | Procedural Effect After | ||
56 | pebu | Procedural Effect Before | ||
57 | petRej | Generic Pet Rejection | ||
58 | Pie Menu | Pie Menu/Social Menu | The circle of options the user sees when they click on a Sim or object to interact | |
59 | ProcTest | Procedural Test | Calls a more complex method/function for testing whether a given interaction should appear for a specific sim | |
60 | pvt | Passive Text Key | The name of the portion of an interaction being received by a second actor (be hugged) | |
61 | r | Recharges | ||
62 | r | Rider | ||
63 | ra | Reinforcement Amount | ||
64 | Reinforce | Reinforcement | ||
65 | rem | Rem | ? | |
66 | rep | Repitition | ||
67 | RHS | Right Hand Side | Usually 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. | |
68 | RPROC | Right Hand Side Procedural Tests | ||
69 | Rules | Defines the various ways an interaction can play out. | ||
70 | SA | Speech Act | The "category" or type of interaction, as broken down in the pie menu (?key="BeRomanticButNotFlirty") | |
71 | SAA | Short-Term Context Action Availability | Helps 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. | |
72 | SC | STC | Looks like another Short Term Context tag | |
73 | SE | Social Effectiveness | ||
74 | SK | Skill | ||
75 | sover | Spec Override | ||
76 | SPA (SAA) | ?Second Person Action? | Holds the action data key | |
77 | Stance | Start Stance | The stance a Sim should take before beginning the animation of an interaction | |
78 | state (RHS) | Right Hand Side state name | Looks like basically an outcome name: what happens if an interaction is accepted vs rejected by a passive Sim etc. | |
79 | stc | Short-Term Context | The 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 |
80 | suite (Graph) | Animation suite name | The group of animations for a specific interaction, including the different styles for different short-term-contexts and outcomes | |
81 | TAA | Topic Action Availablilty | ||
82 | tb | TargetBetrayed | ||
83 | teo | Topic Parameter | ||
84 | Text | Text Element | ||
85 | Topic | Topic | ||
86 | TP | Third Person | ||
87 | tpa | Third Party Animation | ||
88 | Trait | Traits learned | Traits that can be learned by each Sim after a certain interaction. (Hidden vampire trait after Turning interaction etc.) | |
89 | trait (RHS) | Right Hand Side traits | MAYBE traits that add weight to a certain outcome. If y=unflirty, that'll be more likely to trigger a kiss rejection etc. | |
90 | TUN | Tuning | Modify skill level | |
91 | udo | User Directed Only | Makes an interaction only available for sims to act out at the user's command | |
92 | val (AD) | Action Data bits | A hexidecimal that represents qualifying conditions or limitations on specific interactions. A list of these is in the Action Bit Values tab. | |
93 | val (Graph) | |||
94 | val (LHS) | |||
95 | Vanilla | Unmodded | A game running with no mods. | |
96 | ver | Version Name | ||
97 | w | Rider of X | ||
98 | wgp | Wrong Gender Preference | ||
99 | x | Sim X, values applied to Sim X | Values relating to the acting sim | |
100 | y | Sim Y aka "Target", values applied to Sim Y | Values relating to the passive sim |