commit
ac4847c04e
148 changed files with 2095 additions and 253 deletions
59
Docs/FAQ.txt
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59
Docs/FAQ.txt
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1. Dev questions
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1.1. Why don't we have feature X yet?
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1.2. Are you going to add feature X?
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2. Gameplay questions
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2.1. What do I do? Where do I go?
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2.2. I don't have a place to live!
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2.3. How do I find a residential building, bar, hotel, etc.?
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2.4. How do I change a building's type?
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3. Tech questions
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3.1. I can't bring up the console!
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3.2. How do I change or add to the content?
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1. Dev questions
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1.1. Why don't we have X yet?
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Because it hasn't been made yet. Perhaps you can help out?
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Creating content for LifePlay is easy to do, and because it's meant to be a moddable game, it's not just the developer who can do it. See the Docs/Modding folder to learn how.
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1.2. Are you going to add X?
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Quite possibly. It may take a while though. Other things need adding too!
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2. Gameplay questions
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2.1. What do I do? Where do I go?
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The idea is that you live the life of the character you're playing. There is no one story, and no other background to the player character than what you imagine yourself. You can tweak your character's looks and stats, potentially give them relatives via the contacts menu (ctrl-P), make sure to load up content modules that fit your tastes (ctrl-M), and take it from there.
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You should probably find a place to live, and get an income so you can pay for expenses. Or you could just sleep in hotels and hope money'll drop from the sky. Suit yourself ;)
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2.2. I don't have a place to live!
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Find a residential building during work hours, click on it, and select "arrange a viewing". This'll then give you the option to rent an apartment, or not.
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2.3. How do I find a residential building, bar, hotel, etc.?
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Hover the mouse over a building and ideally, an icon should show up telling you what type of building it is. Buildings with a question mark haven't been given a type yet.
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You can also click on the magnifying glass icon to the left, leave the search field blank, then click on the icon so you can choose from a variety of building types to choose from. The search results will try to display them based on how far you have to walk.
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2.4. How do I change a building's name or type?
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Some maps have far more detailed information on buildings than others, and it's also always possible you want to insert or change a building type because you just want to. To do that, you just click on any building, and select "edit building".
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Changes to a building on a map carry over to any new game you start on that same map, so perhaps you shouldn't change buildings on one game that could be your other game's character's home or job?
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3. Tech Questions
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3.1. I can't bring up the console!
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Ordinarily you bring up the console with #
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Due to different keyboard mappings throughout the world, though, the key to use may differ for you. You can change the key in Config/DefaultInput.ini, look for the line:
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+ActionMappings=(ActionName="TestScenes",Key=#,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
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3.2. How do I change or add to the content?
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Intel on how to write or edit scenes is found in the Docs/Modding folder. It mostly deals with the scripting language at the moment, in a noob-friendly way, and focuses on adding scenes, actions, stats, character presets, sex descriptions and sex talk. These are the easiest to change: a simple text editor is all you need, and the documentation is noob-friendly.
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(Not ready to say anything useful about asset creation...)
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15
Docs/Modding/Command_Functions/Divorce.txt
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15
Docs/Modding/Command_Functions/Divorce.txt
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Divorce()
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USE:
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This command undoes the marriage between player and their husband/wife. It will revert their status to being boyfriend(s)/girlfriend(s) though, so you probably want to follow up with loseDating().
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TYPE: Command, non-Ref
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RETURNS: /
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THEME: Relationships
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COMPARE: getMarried, isMarried, loseDating
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EXAMPLE:
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Official:: "Sign here and here and here and here... Initial here and here and here... Very well, everything's in order."
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Player(Disgusted):: "About damn time!"
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Divorce()
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loseDating()
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21
Docs/Modding/Command_Functions/Filter.txt
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21
Docs/Modding/Command_Functions/Filter.txt
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Filter(Tag)
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USE:
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Limit a sex scene to animations that have the specified tag.
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TYPE: Command, non-Ref
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RETURNS: /
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THEME: Sex
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COMPARE: TalkNonConsensual
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EXAMPLE:
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"A while later in front of her place."
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Player(Flirty)::"Baby, since I just took you to that fancy place and all, maybe I could... come inside?"
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Girlfriend(Offended)::"Hey, what do you take me for? I don't put out just for a meal!"
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Player(Shy)::"I know you don't, I mean, I didn't think you would, but... please, being around you drives me nuts! I'm about to burst!"
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Girlfriend(Annoyed)::"Oh, alright then. But there's no way we're actually doing 'it' tonight! A quick shake and then I'm off to bed, and you're off to yours!"
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setBackground(home)
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Player.strip()
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Filter(Handjob)
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Sex(Player, Girlfriend)
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losePT()
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USE:
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The player fires their current personal trainer.
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TYPE: Command, Non-Ref
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RETURNS: /
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THEME: Special Characters
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COMPARE: setPT
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EXAMPLE:
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Player(Angry):: "I've made no progress under your instructions. You're fired!"
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losePT()
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17
Docs/Modding/Command_Functions/Random.txt
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17
Docs/Modding/Command_Functions/Random.txt
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Random(float, float)
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USE:
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returns a random float number between the entered float parameters. Commonly used to influence the chance a condition is true based on an actor stat.
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TYPE: Command, non-Ref
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RETURNS: float
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THEME: Math
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COMPARE:
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EXAMPLE:
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attrBonus = Random(1,5)
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Actor:attrtoplayer += attrBonus
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If Random(30, 100) > attractiveness // condition is only possible if attractiveness is higher than 30, and more likely to happen the higher attractiveness is
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If Random(50,300) < Actor:perversion // only possible perversions is higher than 50, but only has a 20% chance of happening
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20
Docs/Modding/Command_Functions/Sex.txt
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20
Docs/Modding/Command_Functions/Sex.txt
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Sex(Actor1, Actor2, ..., ActorN)
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USE:
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Start a sex scene involving these actors. If the player is involved, it will also check whether the player is cheating or not and add to the affair list accordingly.
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The order in which roles are given to actors for the sex scene (important for descriptions and dirtytalk) depends largely on gender and domincance. Males are given roles before transsexuals, then women. Between people of the same gender, the most dominant one (lowest submission stat) is given a role first.
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However, the order of the actor parameters to the Sex() function matters somewhat in group sex: Sex(Male1, Player, Male2) will be different from Sex(Male2, Player, Male1).
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TYPE: Command, non-Ref
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RETURNS: /
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THEME: Sex
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COMPARE: SexNoAffair
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EXAMPLE:
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Boss(Happy):: "Baby, let's get closer!"
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Sex(Boss, Player)
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If Boss.isAffair() // if you are in a relationship with someone else, this will return true after sex
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"I cheated on my boyfriend with my boss."
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Endif
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19
Docs/Modding/Command_Functions/SexNoAffair.txt
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19
Docs/Modding/Command_Functions/SexNoAffair.txt
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SexNoAffair(Actor1, Actor2, ..., ActorN)
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USE:
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Start a sex scene involving these actors. Even if the player is involved, it will not check whether the player is cheating or not.
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The order in which roles are given to actors for the sex scene (important for descriptions and dirtytalk) depends largely on gender and domincance. Males are given roles before transsexuals, then women. Between people of the same gender, the most dominant one (lowest submission stat) is given a role first.
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However, the order of the actor parameters to the Sex() function matters somewhat in group sex: SexNoAffair(Male1, Player, Male2) will be different from SexNoAffair(Male2, Player, Male1).
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TYPE: Command, non-Ref
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RETURNS: /
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THEME: Sex
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COMPARE: Sex
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EXAMPLE:
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Boss(Happy):: "Baby, let's get closer!"
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SexNoAffair(Boss, Player)
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If Boss.isAffair() // this will return false no matter what
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"I cheated on my boyfriend with my boss."
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Endif
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15
Docs/Modding/Command_Functions/TalkNonConsensual.txt
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15
Docs/Modding/Command_Functions/TalkNonConsensual.txt
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TalkNonConsensual()
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USE:
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call this command before starting a sex scene to make sure that none of the regular 'dirtytalk' (ie both ppl wanting it) is played, and only non-consensual talk is played.
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TYPE: Command, non-Ref
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RETURNS: /
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THEME: Sex
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COMPARE: Filter(Aggressive)
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EXAMPLE:
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"Before I knew what was happening, the door slammed shut behind me..."
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Filter(Aggressive)
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TalkNonConsensual()
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SexNoAffair(Aggressor, Player)
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20
Docs/Modding/Command_Functions/WHAT.txt
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20
Docs/Modding/Command_Functions/WHAT.txt
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WHAT
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USE:
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WHAT is mostly used to enter a condition at the top of a scene, affecting its random triggering depending on what the player's doing.
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However, it can also be used as a command in the rest of the scene script, returning the player's current activity.
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Available actionIDs can be found in the different files contained in the "Actions" folder in modules.
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TYPE: Condition, non-Ref
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RETURNS: actionID (string)
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THEME: Scenes, Activity
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COMPARE: WHAT, WHEN
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EXAMPLE:
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If WHAT == socialize && WHERE == nightclub
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"It shouldn't be surprising that when you talk to random strangers at a nightclub, somebody will think you're just hitting on people."
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Jealous = generatePerson()
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Jealous.dress()
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Jealous.show()
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Jealous(Angry)::"Stay away from my <Player.boyfriend_or_girlfriend>, you <Player.creep_or_skank>!"
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Endif
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19
Docs/Modding/Command_Functions/WHEN.txt
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Docs/Modding/Command_Functions/WHEN.txt
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WHEN
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USE:
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WHEN is mostly used to enter a condition at the top of a scene, affecting its random triggering depending on what time of day it is.
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However, it can also be used as a command in the rest of the scene script, to return the time of day in a float.
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TYPE: Command, non-Ref
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RETURNS: float
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THEME: Scenes, Time
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COMPARE: WHAT, WHERE
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EXAMPLE:
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If WHEN > 21 || WHEN < 4
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time = "late"
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Elseif WHEN < 9
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time = "early"
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Endif
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"My neighbour's having <Neighbour.p> stereo on, and it's so loud the bass can be heard from a block away! I've got a good mind to tell <Neighbour.o> that I'm calling the police if <Neighbour.s> ever makes such noise this <time> again!"
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20
Docs/Modding/Command_Functions/WHERE.txt
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20
Docs/Modding/Command_Functions/WHERE.txt
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WHERE
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USE:
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WHERE is mostly used to enter a condition at the top of a scene, affecting its random triggering depending on the player's location.
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However, it can also be used as a command in the rest of the scene script, returning the player's location.
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Available locationIDs can be found in Docs/Lists/all_wheres.txt
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TYPE: Condition, non-Ref
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RETURNS: locationID (string)
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THEME: Scenes, Location
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COMPARE: isAtHome, WHAT, WHEN
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EXAMPLE:
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Title = "shop assistant"
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If WHERE == bank
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Title = "cashier"
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Elseif WHERE == bar || WHERE == nightclub
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Title = "bartender"
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Endif
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"It's my lucky day. I found myself being served by a <New_Person.handsome_or_cute> <Title>."
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13
Docs/Modding/Command_Functions/addColleague.txt
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13
Docs/Modding/Command_Functions/addColleague.txt
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Actor.addColleague()
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USE:
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Add this actor to the list of colleagues. Can be found later with getSpecific(Colleague)
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TYPE: Command, Reference
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RETURNS: /
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THEME: Job
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COMPARE: removeColleague, isColleague
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EXAMPLE:
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John(Happy):: "Hi there, I just got hired."
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John.addColleague()
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13
Docs/Modding/Command_Functions/addDatingFriend.txt
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13
Docs/Modding/Command_Functions/addDatingFriend.txt
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Actor.addDatingFriend()
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USE:
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Add this actor to the list of your significant other's friends. Can be found later with getSpecific(Dating_Friend)
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TYPE: Command, Reference
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RETURNS: /
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THEME: Acquaintance
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COMPARE: removeDatingFriend, isDatingFriend
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EXAMPLE:
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John(Happy):: "Hi there, I'm your boyfriend's friend."
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John.addDatingFriend()
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13
Docs/Modding/Command_Functions/addNeighbour.txt
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13
Docs/Modding/Command_Functions/addNeighbour.txt
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Actor.addNeighbour()
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USE:
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Add this actor to the list of neighbours. Can be found later with getSpecific(Neighbour)
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TYPE: Command, Reference
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RETURNS: /
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THEME: Housing
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COMPARE: removeNeighbour, isNeighbour
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EXAMPLE:
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John(Happy):: "Hi there, I'm new here. Just moved in."
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John.addNeighbour()
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Actor.blendPreset(PresetID)
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Blend this actor with a preset, usually called after generatePerson().
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USE:
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Blend this actor with a preset, usually called after generatePerson().
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Presets are contained in a module's folder for the purpose, and can contain either body morphing or stat-related intel.
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PresetID is the filename without the extension.
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TYPE: Command, Reference
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RETURNS: /
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THEME: Actor Creation, Looks, Stats
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COMPARE: generatePerson, generatePersonTemporary
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EXAMPLE:
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// We want a male bodybuilder
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Bodybuilder = generatePerson() // just so that we get the random stats etc, but this might generate a female
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Bodybuilder.blendPreset(bodybuilder) // if the above is female, then this will reset face and hair to the default male face and hair
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Bodybuilder.blendPreset(bodybuilder) // if the above is female, then this will reset face and hair to the default male face and hair, so it's best to follow up with
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Actor.randomizeFace()
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Actor.randomizeHairs()
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blockContact(Actor)
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USE:
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Remove this person from your contact list.
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TYPE: Command, Non-Ref
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RETURNS: /
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THEME: Acquaintance
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COMPARE: exchangeContact, isContactExchanged
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EXAMPLE:
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"This guy is a stalker. This is enough."
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blockContact(John)
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13
Docs/Modding/Command_Functions/clearGlobal.txt
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13
Docs/Modding/Command_Functions/clearGlobal.txt
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GlobalVariableName.clearGlobal()
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USE:
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Delete this global variable completely.
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||||
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TYPE: Command, Non-Ref (but syntax is ref-like)
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||||
RETURNS: /
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||||
THEME: Variables
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||||
COMPARE: getGlobal, setGlobal
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||||
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||||
EXAMPLE:
|
||||
SugarDaddy.clearGlobal()
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FloatVariable = SugarDaddy.getGlobal() // will now return 0
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17
Docs/Modding/Command_Functions/closeEyes.txt
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17
Docs/Modding/Command_Functions/closeEyes.txt
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Actor.closeEyes(bool)
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USE:
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force actor to close or open their eyes
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TYPE: Command, Reference
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RETURNS: /
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THEME: Scenes
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COMPARE:
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||||
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||||
EXAMPLE:
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||||
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Masseuse::"Just lie down and relax."
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Player.CloseEyes(true)
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Mom(Angry)::"Hey, wake up, sleepy head! You're about to be late for work!"
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Player.CloseEyes(false)
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16
Docs/Modding/Command_Functions/convertToLocalCurrency.txt
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16
Docs/Modding/Command_Functions/convertToLocalCurrency.txt
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Float.convertToLocalCurrency()
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||||
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||||
USE
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Converts a dollar value to the local currency for the home city in string format.
|
||||
|
||||
TYPE: Command, non-Ref (syntax is ref-like)
|
||||
RETURNS: String, expressing the number in local currency
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||||
THEME: Money
|
||||
COMPARE: getRent, getSalary, setRent, setSalary
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||||
|
||||
EXAMPLE:
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Salary = 3000
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SalaryConverted = Salary.convertToLocalCurrency()
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"My salary is <SalaryConverted>." // will show up as 'My salary is £ 2000.'
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||||
SalaryConverted = Salary.convertToLocalCurrency(true)
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Actor.Delete()
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||||
Force remove this actor from current memory. Used in rare cases where SceneEnd() (which does this automatically to all actors used in the scene) isn't called.
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||||
USE:
|
||||
Force remove this actor from current memory. Used in rare cases where SceneEnd() (which does this automatically to all actors used in the scene) isn't called.
|
||||
|
||||
TYPE: Command, Reference
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||||
RETURNS: /
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||||
THEME: Actor Removal
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COMPARE: hide, makePermanent
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|
@ -1,7 +1,13 @@
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Actor.dress(optional_item)
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||||
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||||
USE:
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||||
If there's nothing in the bracket, it will dress the actor fully appropriate to the current building. If a clothing piece is specified, will put that on only. Check LifePlay\Content\Heavy\Clothes for the names of the items
|
||||
|
||||
TYPE: Command, Reference
|
||||
RETURNS: /
|
||||
THEME: Clothes
|
||||
COMPARE: strip
|
||||
|
||||
EXAMPLE:
|
||||
setBackground(work)
|
||||
Player.dress() // will put on a full suit with oxford shoes etc and underwear underneath
|
||||
14
Docs/Modding/Command_Functions/dressWedding.txt
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14
Docs/Modding/Command_Functions/dressWedding.txt
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|||
Actor.dressWedding()
|
||||
|
||||
USE:
|
||||
This command puts the actor in a wedding dress or suit.
|
||||
|
||||
TYPE: Command, Reference
|
||||
RETURNS: /
|
||||
THEME: Relationships
|
||||
COMPARE: getMarried, dress
|
||||
|
||||
EXAMPLE:
|
||||
"It took quite a bit of doing, getting into that corset, but I finally was good to go, and ready to step down the aisle."
|
||||
setBackground(place_of_worship)
|
||||
Player.dressWedding()
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
endDate()
|
||||
|
||||
USE:
|
||||
End the current 'date', i.e. get rid of the current companion.
|
||||
|
||||
TYPE: Command, Non-Ref
|
||||
RETURNS: /
|
||||
THEME: Companions
|
||||
COMPARE: startDate
|
||||
|
||||
EXAMPLE:
|
||||
"We already hung out for the whole afternoon. It's time to separate."
|
||||
endDate()
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
exchangeContact(Actor)
|
||||
|
||||
USE:
|
||||
Exchange numbers with this actor.
|
||||
|
||||
TYPE: Command, Non-Ref
|
||||
RETURNS: /
|
||||
THEME: Acquaintance
|
||||
COMPARE: blockContact, isContactExchanged
|
||||
|
||||
EXAMPLE:
|
||||
"We exchanged numbers and parted ways."
|
||||
exchangeContact(John)
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
forgiveAffairs()
|
||||
|
||||
USE:
|
||||
Clear all affairs commited while in this current relationship. This is done automatically when SetDating().
|
||||
|
||||
TYPE: Command, Non-Ref
|
||||
RETURNS: /
|
||||
THEME: Relationships
|
||||
COMPARE: isAffair, loseDating, getSpecific(Affair)
|
||||
|
||||
EXAMPLE:
|
||||
Dating(Crying):: "Alright, after everything we've been through, I guess I can forgive you this time ..."
|
||||
forgiveAffairs()
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
generatePerson() returns Actor
|
||||
generatePerson(preset1, preset2, ..., presetN) returns Actor
|
||||
generatePerson()
|
||||
generatePerson(preset1, preset2, ..., presetN)
|
||||
|
||||
Generate a new actor. If nothing inside the bracket: completely random actor. Or you can specify the presets to blend into this new actor. The actor generated using this method will be permanent right away, meaning they will remain (as a lpcharacter ready to be 'get' for a future scene) after the current scene ends.
|
||||
USE:
|
||||
Generate a new actor. If nothing inside the bracket: completely random actor. Or you can specify the presets to blend into this new actor. The actor generated using this method will be permanent right away, meaning they will remain after the current scene ends and are usable for some functions that only work with permanent actors.
|
||||
|
||||
TYPE: Command, Non-Ref
|
||||
RETURNS: Actor
|
||||
THEME: Actor Creation
|
||||
COMPARE: generatePersonTemporary, blendPreset
|
||||
|
||||
EXAMPLE:
|
||||
Actor = generatePerson() // OR Actor = generatePerson(easterneuropean, twenties, fitness_model)
|
||||
20
Docs/Modding/Command_Functions/generatePersonTemporary.txt
Normal file
20
Docs/Modding/Command_Functions/generatePersonTemporary.txt
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
generatePersonTemporary()
|
||||
generatePersonTemporary(preset1, preset2, ..., presetN)
|
||||
|
||||
USE:
|
||||
Generate a new actor. If nothing inside the bracket: completely random actor. Or you can specify the presets to blend into this new actor.
|
||||
|
||||
The actor generated using this method will be temporary at first (unless you call MakePermanent() on them later on), meaning they will be deleted with no traces left (not even in a lpcharacter) after the current scene ends. Useful for loops and for one-off actors like thiefs and prostitutes. Also, your adultery with a temporary actor will never be caught!
|
||||
|
||||
TYPE: Command, Non-Ref
|
||||
RETURNS: Actor
|
||||
THEME: Actor Creation
|
||||
COMPARE: generatePerson, blendPreset, makePermanent
|
||||
|
||||
EXAMPLE:
|
||||
Actor = generatePersonTemporary() // OR Actor = generatePersonTemporary(easterneuropean, twenties, fitness_model)
|
||||
Actor.dress()
|
||||
Actor.show(2)
|
||||
|
||||
exchangeContact(Actor) // this will fail because this is a temporary actor that will be lost forever after the current scene ends. You need to call MakePermanent first.
|
||||
|
||||
17
Docs/Modding/Command_Functions/getCompanion.txt
Normal file
17
Docs/Modding/Command_Functions/getCompanion.txt
Normal file
|
|
@ -0,0 +1,17 @@
|
|||
getCompanion()
|
||||
|
||||
USE:
|
||||
Get the current companion. Not entirely necessary as the current companion has a special variable "CurrentCompanion" that is always available.
|
||||
|
||||
TYPE: Command, non-Ref
|
||||
RETURNS: Actor
|
||||
THEME: Companions
|
||||
COMPARE: isWithCompanion
|
||||
|
||||
EXAMPLE:
|
||||
Actor = getCompanion()
|
||||
Actor.dress()
|
||||
|
||||
// is the same as
|
||||
|
||||
CurrentCompanion.dress()
|
||||
15
Docs/Modding/Command_Functions/getGlobal.txt
Normal file
15
Docs/Modding/Command_Functions/getGlobal.txt
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
GlobalVariable.getGlobal()
|
||||
|
||||
USE:
|
||||
Get the float value of a global variable. If there's no global variable under such name, returns 0.
|
||||
|
||||
TYPE: Command, non-Ref (ref-like syntax)
|
||||
RETURNS: float
|
||||
THEME: Variables
|
||||
COMPARE: clearGlobal, setGlobal, getID
|
||||
|
||||
EXAMPLE:
|
||||
SugarDaddyID = SugarDaddyGV.getGlobal()
|
||||
If SugarDaddy != 0
|
||||
SugarDaddyActor = getSpecific(SugarDaddyID)
|
||||
Endif
|
||||
20
Docs/Modding/Command_Functions/getID.txt
Normal file
20
Docs/Modding/Command_Functions/getID.txt
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
Actor.getID()
|
||||
|
||||
USE:
|
||||
Get the ID number of this actor, which can then be saved as a global variable and then called on using getSpecific.
|
||||
|
||||
TYPE: Command, Reference
|
||||
RETURNS: Float
|
||||
THEME: Identity, Variables
|
||||
COMPARE: setGlobal, getGlobal, getSpecific
|
||||
|
||||
EXAMPLE:
|
||||
ID = Actor.getID()
|
||||
SugarDaddy.setGlobal(ID)
|
||||
|
||||
// another scene
|
||||
|
||||
ID = SugarDaddy.getGlobal()
|
||||
If ID != 0
|
||||
Actor = getSpecific(ID)
|
||||
Endif
|
||||
13
Docs/Modding/Command_Functions/getMarried.txt
Normal file
13
Docs/Modding/Command_Functions/getMarried.txt
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
getMarried()
|
||||
|
||||
USE:
|
||||
Call this function to marry the player to their current bf/gf. This doesn't trigger a wedding scene, but flags them as being married.
|
||||
|
||||
TYPE: Command, non-Ref
|
||||
RETURNS: /
|
||||
THEME: Relationships
|
||||
COMPARE: setDating, isMarried, Divorce, DressWedding, getSpecific(Dating)
|
||||
|
||||
EXAMPLE:
|
||||
Priest::"I now pronounce you man and wife."
|
||||
getMarried()
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
getPerson(optional bool) returns Actor
|
||||
getPerson(optional bool)
|
||||
|
||||
USE:
|
||||
Get a random person in your current game (i.e. could be anyone that has been created with GeneratePerson() or GeneratePersonTemporary() then MakePermanent() ). Optional bool parameters to filter for whether their contact has been exchanged to you or not.
|
||||
|
||||
TYPE: Command, Non-Ref
|
||||
RETURNS: Actor
|
||||
THEME: Actor Loading
|
||||
COMPARE: getSpecific
|
||||
|
||||
EXAMPLE:
|
||||
Actor = getPerson() // get anyone
|
||||
Actor = getPerson(true) // get someone who has exchanged numbers with me
|
||||
17
Docs/Modding/Command_Functions/getRelative.txt
Normal file
17
Docs/Modding/Command_Functions/getRelative.txt
Normal file
|
|
@ -0,0 +1,17 @@
|
|||
getRelative()
|
||||
getRelative(keyword, keyword, ..., keyword)
|
||||
|
||||
USE:
|
||||
Retrieves an actor who's related to the player.
|
||||
This can be filtered down to only certain types of relatives with keywords: Sibling, StepSibling, Child, StepChild, Cousin, ParentSibling (uncles/aunts), GrandParent, Parent, StepParent
|
||||
|
||||
TYPE: Command, non-Ref
|
||||
RETURNS: Actor
|
||||
THEME: Family, Actor Loading
|
||||
COMPARE: getRelativeExcept
|
||||
|
||||
EXAMPLE:
|
||||
|
||||
WHO: Actor = getRelative()
|
||||
|
||||
WHO: Actor = getRelative(Sibling, StepSibling, Cousin, Child, StepChild)
|
||||
13
Docs/Modding/Command_Functions/getRelativeExcept.txt
Normal file
13
Docs/Modding/Command_Functions/getRelativeExcept.txt
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
getRelativeExcept(keyword, ..., keyword)
|
||||
|
||||
USE:
|
||||
Retrieves an actor who is related to the player, but isn't tagged by the listed keyword(s).
|
||||
|
||||
TYPE: Command, non-Ref
|
||||
RETURNS: Actor
|
||||
THEME: Family, Actor Loading
|
||||
COMPARE: getRelative
|
||||
|
||||
EXAMPLE:
|
||||
|
||||
WHO: Actor = getRelativeExcept(GrandParent) // returns a relative who isn't a grandparent of the player
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
getRent() returns Float
|
||||
getRent()
|
||||
|
||||
USE:
|
||||
Get the current rent into a float variable.
|
||||
|
||||
TYPE: Command, Non-Ref
|
||||
RETURNS: Float
|
||||
THEME: Housing, Money
|
||||
COMPARE: setRent, convertToLocalCurrency
|
||||
|
||||
EXAMPLE
|
||||
Rent = getRent()
|
||||
Rent *= 1.2
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
getSalary() returns Float
|
||||
getSalary()
|
||||
|
||||
USE:
|
||||
Get the current salary into a float variable.
|
||||
|
||||
TYPE: Command, Non-Ref
|
||||
RETURNS: Float
|
||||
THEME: Job, Money
|
||||
COMPARE: setSalary, convertToLocalCurrency
|
||||
|
||||
EXAMPLE
|
||||
Salary = getSalary()
|
||||
Salary *= 1.2
|
||||
27
Docs/Modding/Command_Functions/getSpecific.txt
Normal file
27
Docs/Modding/Command_Functions/getSpecific.txt
Normal file
|
|
@ -0,0 +1,27 @@
|
|||
getSpecific(keyword)
|
||||
getSpecific(float)
|
||||
getSpecific(float variable)
|
||||
|
||||
USE:
|
||||
Get a specific person in your current game.
|
||||
Available keywords are: Dating, Dating_Friend, Boss, Colleague, Neighbour, PT, ExDating, Landlord, CurrentBabyDaddy, Impregnated, Affair
|
||||
|
||||
Alternatively, you can input an ID number or a float variable containing it to get the actor with that ID.
|
||||
|
||||
TYPE: Command, Non-Ref
|
||||
RETURNS: Actor
|
||||
THEME: Actor Loading
|
||||
COMPARE: getPerson, getID, setGlobal, getGlobal, isValid
|
||||
|
||||
EXAMPLE:
|
||||
SO = getSpecific(Dating) // get my boyfriend / girlfriend
|
||||
if SO.isValid
|
||||
// I actually have a bf/gf
|
||||
endif
|
||||
|
||||
Actor5 = getSpecific(5) // get the fifth generated actor in this current game
|
||||
|
||||
ID = SugarDaddy.getGlobal()
|
||||
If ID != 0
|
||||
SugarDaddyActor = getSpecific(ID) // get the sugar daddy via the float variable
|
||||
Endif
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
Actor.hide()
|
||||
|
||||
USE:
|
||||
Hide the actor from the player's view. Opposite to show().
|
||||
|
||||
TYPE: Command, Reference
|
||||
RETURNS: /
|
||||
THEME: Actor Removal, Scenes
|
||||
COMPARE: show
|
||||
|
||||
EXAMPLE:
|
||||
Actor.show(2)
|
||||
"<Actor.name> said hi then quickly left."
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
loseDating()
|
||||
|
||||
USE:
|
||||
Break up with current boyfriend / girlfriend. All affairs and SO's friends are cleared and become acquaintances.
|
||||
|
||||
TYPE: Command, Non-Ref
|
||||
RETURNS: /
|
||||
THEME: Relationships
|
||||
COMPARE: setDating, isDating, getSpecific(Dating), getSpecific(ExDating)
|
||||
|
||||
EXAMPLE:
|
||||
"It's over. He broke up with me!"
|
||||
loseDating()
|
||||
19
Docs/Modding/Command_Functions/loseHome.txt
Normal file
19
Docs/Modding/Command_Functions/loseHome.txt
Normal file
|
|
@ -0,0 +1,19 @@
|
|||
loseHome()
|
||||
|
||||
USE:
|
||||
The player moves out of their current home. Set rent to 0. Landlord and neighbours become acquantainces.
|
||||
If the player's SO has a home, they'll move in with them instead.
|
||||
|
||||
TYPE: Command, Non-Ref
|
||||
RETURNS: /
|
||||
THEME: Housing
|
||||
COMPARE: moveHome, PlayerHasHome, DatingHasHome
|
||||
|
||||
EXAMPLE:
|
||||
Landlord(Angry):: "That's enough. You're evicted!"
|
||||
loseHome()
|
||||
"I need to find a new place to live now."
|
||||
|
||||
Dating = getSpecific(Dating)
|
||||
"I accepted <Dating.name>'s offer. It would be a good experience living together. Besides, I can save quite a bit of money on rent."
|
||||
loseHome()
|
||||
16
Docs/Modding/Command_Functions/loseHomeDating.txt
Normal file
16
Docs/Modding/Command_Functions/loseHomeDating.txt
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
loseHomeDating()
|
||||
|
||||
USE:
|
||||
Your SO moves out of their home, and in with you.
|
||||
|
||||
TYPE: Command, non-Ref
|
||||
RETURNS: /
|
||||
THEME: Relationships, Housing
|
||||
COMPARE: loseHome, moveHome, isAtDatingHome, PlayerHasHome, DatingHasHome
|
||||
|
||||
EXAMPLE:
|
||||
|
||||
SO = getSpecific(Dating)
|
||||
Player:: "Babe, why don't you just come live with me?"
|
||||
SO:: "Sure, that's a great idea!"
|
||||
loseHomeDating()
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
loseJob()
|
||||
|
||||
USE:
|
||||
The player stops working at their current company. Set salary to 0. Boss and colleagues become acquantainces.
|
||||
|
||||
TYPE: Command, Non-Ref
|
||||
RETURNS: /
|
||||
THEME: Job
|
||||
COMPARE: moveJobs
|
||||
|
||||
EXAMPLE:
|
||||
Boss(Angry):: "That's enough. You're fired!"
|
||||
loseJob()
|
||||
|
|
@ -1,6 +1,12 @@
|
|||
Actor.makePermanent()
|
||||
|
||||
Normally following generatePersonTemporary(), this turns a temporary actor into a permanent actor that persists after the current scene ends. Does nothing if called on an already permanent actor.
|
||||
USE:
|
||||
This turns a temporary actor (generatePersonTemporary) into a permanent actor that persists after the current scene ends. Does nothing if called on an already permanent actor.
|
||||
|
||||
TYPE: Command, Reference
|
||||
RETURNS: /
|
||||
THEME: Actor Creation
|
||||
COMPARE: generatePersonTemporary, generatePerson
|
||||
|
||||
EXAMPLE:
|
||||
// Generate someone who is into the player's gender
|
||||
16
Docs/Modding/Command_Functions/moveHome.txt
Normal file
16
Docs/Modding/Command_Functions/moveHome.txt
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
moveHome()
|
||||
|
||||
USE:
|
||||
Move into the current building and make it your new home. Remember to use SetLandlord() and SetRent() separately.
|
||||
|
||||
TYPE: Command, Non-Ref
|
||||
RETURNS: /
|
||||
THEME: Housing
|
||||
COMPARE: loseHome, setLandlord, setRent
|
||||
|
||||
EXAMPLE:
|
||||
"I signed the contract."
|
||||
moveHome()
|
||||
Rent = 1000
|
||||
Landlord.setLandlord()
|
||||
Rent.setRent()
|
||||
|
|
@ -1,10 +1,16 @@
|
|||
moveJobs()
|
||||
|
||||
USE:
|
||||
Get hired at this current building and make it our new workplace. Remember to use setBoss() and SetSalary() separately.
|
||||
|
||||
TYPE: Command, Non-Ref
|
||||
RETURNS: /
|
||||
THEME: Job
|
||||
COMPARE: loseJob, setBoss, setSalary
|
||||
|
||||
EXAMPLE:
|
||||
"I signed the contract."
|
||||
moveJobs()
|
||||
Salary = 2000
|
||||
Interviewer.setBoss()
|
||||
Salary.setRent()
|
||||
Salary.setSalary()
|
||||
|
|
@ -1,6 +1,12 @@
|
|||
moveTo(place)
|
||||
|
||||
Instantly move the player to this place. Currently there are only three places: Home, Home_Dating, Work
|
||||
USE:
|
||||
Instantly move the player (and possible companion) to this place. Currently there are only three places: Home, Home_Dating, Work
|
||||
|
||||
TYPE: Command, Non-Ref
|
||||
RETURNS: /
|
||||
THEME: Location
|
||||
COMPARE: setBackground
|
||||
|
||||
EXAMPLE:
|
||||
"Where should I go?"
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
passTime(hours_min, hours_max)
|
||||
|
||||
USE:
|
||||
I initially intended this as a way to pass time during a scene, but it turned out too complicated due to stat depreciations. All it does now is add to the variable TimePassed, which can be useful for while loop I guess.
|
||||
|
||||
TYPE: Command, Non-Ref
|
||||
RETURNS: /
|
||||
THEME: Time
|
||||
COMPARE:
|
||||
|
||||
EXAMPLE:
|
||||
While TimePassed < 3
|
||||
"The party continues ..."
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
Actor.randomizeFace()
|
||||
|
||||
USE:
|
||||
Randomize the actor's face and skin. Commonly called after blendpreset (which might change the gender which resets the actor to the default face and hair for that gender)
|
||||
|
||||
TYPE: Command, Reference
|
||||
RETURNS: /
|
||||
THEME: Looks
|
||||
COMPARE: randomizeHairs, blendPreset
|
||||
|
||||
EXAMPLE:
|
||||
// We want a male bodybuilder
|
||||
Bodybuilder = generatePerson() // just so that we get the random stats etc, but this might generate a female
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
Actor.randomizeHairs()
|
||||
|
||||
USE:
|
||||
Randomize the actor's hair and pubic hair. Commonly called after blendpreset (which might change the gender which resets the actor to the default face and hair for that gender)
|
||||
|
||||
TYPE: Command, Reference
|
||||
RETURNS: /
|
||||
THEME: Looks
|
||||
COMPARE: randomizeFace, blendPreset
|
||||
|
||||
EXAMPLE:
|
||||
// We want a male bodybuilder
|
||||
Bodybuilder = generatePerson() // just so that we get the random stats etc, but this might generate a female
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
Actor.removeColleague()
|
||||
|
||||
USE:
|
||||
Remove this actor from the list of colleague. Will remain acquaintance at least though.
|
||||
|
||||
TYPE: Command, Reference
|
||||
RETURNS: /
|
||||
THEME: Job
|
||||
Compare: addColleague, isColleague, getSpecific(Colleague)
|
||||
|
||||
EXAMPLE:
|
||||
John(Sad):: "I'm leaving the company."
|
||||
John.removeColleage()
|
||||
John.removeColleague()
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
Actor.removeDatingFriend()
|
||||
|
||||
USE:
|
||||
Remove this actor from the list of your significant other's friends. Will remain acquaintance at least though.
|
||||
|
||||
TYPE: Command, Reference
|
||||
RETURNS: /
|
||||
THEME: Acquaintance
|
||||
COMPARE: addDatingFriend, isDatingFriend, getSpecific(Dating_Friend)
|
||||
|
||||
EXAMPLE:
|
||||
John(Sad):: "Your boyfriend is an asshole. I'm no longer his friend."
|
||||
John.removeDatingFriend()
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
Actor.removeNeighbour()
|
||||
|
||||
USE:
|
||||
Remove this actor from the list of your neighbours. Will remain acquaintance at least though.
|
||||
|
||||
TYPE: Command, Reference
|
||||
RETURNS: /
|
||||
THEME: Housing
|
||||
COMPARE: addNeighbour, isNeighbour, getSpecific(Neighbour)
|
||||
|
||||
EXAMPLE:
|
||||
John(Sad):: "Goodbye, we're moving to another apartment."
|
||||
John.removeNeighbour()
|
||||
|
|
@ -1,3 +1,9 @@
|
|||
sceneEnd()
|
||||
|
||||
End the scene and return to map view. This will also clear all actors (except player and current companion from memory) after saving them back into their lpcharacters.
|
||||
USE:
|
||||
End the scene and return to map view. This will also clear all actors (except player and current companion from memory) after saving them back into their lpcharacters.
|
||||
|
||||
TYPE: Command, Non-Ref
|
||||
RETURNS: /
|
||||
THEME: Scenes
|
||||
COMPARE: sceneStart, timeout, timeoutprecise
|
||||
9
Docs/Modding/Command_Functions/sceneStart.txt
Normal file
9
Docs/Modding/Command_Functions/sceneStart.txt
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
sceneStart()
|
||||
|
||||
USE:
|
||||
Start the scene and open the scene UI
|
||||
|
||||
TYPE: Command, non-Ref
|
||||
RETURNS: /
|
||||
THEME: Scenes
|
||||
COMPARE: sceneEnd, setBackground
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
setBackground(where)
|
||||
|
||||
USE:
|
||||
Set the background image. Check all_where.txt for full list. This is also important for dress() which decides how to dress the actor appropriately based on the background (suits for work, sport clothes for sports_centre etc)
|
||||
|
||||
TYPE: Command, non-Ref
|
||||
RETURNS: /
|
||||
THEME: Scenes, Location
|
||||
COMPARE: sceneStart, dress
|
||||
|
||||
EXAMPLE:
|
||||
setBackground(work)
|
||||
Player.dress() // player will put on professional clothes
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
Actor.setBoss()
|
||||
|
||||
USE:
|
||||
Make this person your boss. Current boss is no longer boss and becomes acquaintance.
|
||||
|
||||
TYPE: Command, Reference
|
||||
RETURNS: /
|
||||
THEME: Job
|
||||
COMPARE: isBoss, getSpecific(Boss), moveJobs
|
||||
|
||||
EXAMPLE:
|
||||
"I signed the contract."
|
||||
moveJobs()
|
||||
13
Docs/Modding/Command_Functions/setDating.txt
Normal file
13
Docs/Modding/Command_Functions/setDating.txt
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
Actor.setDating()
|
||||
|
||||
USE:
|
||||
Make this person your significant other. Current SO is no longer dating you and becomes acquaintance. Also clears out all friends of previous SOs and affairs, who all become acquaintances.
|
||||
|
||||
TYPE: Command, Reference
|
||||
RETURNS: /
|
||||
THEME: Relationships
|
||||
COMPARE: loseDating, isDating, getSpecific(Dating)
|
||||
|
||||
EXAMPLE:
|
||||
"I agreed to be his girlfriend"
|
||||
John.setDating()
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
GlobalVariable.setGlobal(float or floatvariable)
|
||||
GlobalVariableName.setGlobal(float or floatvariable)
|
||||
|
||||
USE:
|
||||
Set (add if it doesn't already exist) a global variable to a certain number.
|
||||
|
||||
TYPE: Command, non-Ref (ref-like syntax)
|
||||
RETURNS: /
|
||||
THEME: Variables
|
||||
COMPARE: getGlobal, clearGlobal, getID
|
||||
|
||||
EXAMPLE:
|
||||
NumberOfChildren.setGlobal(3)
|
||||
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
Actor.setLandlord()
|
||||
|
||||
USE:
|
||||
Make this person your landlord. Current landlord is no longer landlord and becomes acquaintance.
|
||||
|
||||
TYPE: Command, Reference
|
||||
RETURNS: /
|
||||
THEME: Housing
|
||||
COMPARE: isLandlord, setRent, getSpecific(Landlord)
|
||||
|
||||
EXAMPLE:
|
||||
"I signed the contract."
|
||||
moveHome()
|
||||
18
Docs/Modding/Command_Functions/setLivingWithPlayer.txt
Normal file
18
Docs/Modding/Command_Functions/setLivingWithPlayer.txt
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
Actor.setLivingWithPlayer(bool)
|
||||
|
||||
USE:
|
||||
flags or unflags an actor as living with the player
|
||||
|
||||
TYPE: Command, Reference
|
||||
RETURNS: /
|
||||
THEME: Housing
|
||||
COMPARE: livesWithPlayer
|
||||
|
||||
EXAMPLE:
|
||||
"Since I have a spare room available and could do with the extra cash, I've agreed to sub-let it to a foreign exchange student."
|
||||
Student = generatePerson(twenties)
|
||||
Student::"Hello! Thank you for letting me stay here!"
|
||||
Student.setLivingWithPlayer(true)
|
||||
|
||||
Roomie(Angry)::"I've had it with living in this pig sty! You never clean up after yourself!"
|
||||
Roomie.setLivingWithPlayer(false)
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
Actor.setPT()
|
||||
|
||||
USE:
|
||||
Make this person your personal trainer. Current personal trainer is no longer PT and becomes acquaintance.
|
||||
|
||||
TYPE: Command, Reference
|
||||
RETURNS: /
|
||||
THEME: Special Characters
|
||||
COMPARE: losePT
|
||||
|
||||
EXAMPLE:
|
||||
"<John.name> agreed to train me."
|
||||
John.setPT()
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
Float.setRent()
|
||||
FloatVar.setRent()
|
||||
|
||||
USE:
|
||||
Set this as your current rent.
|
||||
|
||||
TYPE: Command, non-Ref (ref-like syntax)
|
||||
RETURNS: /
|
||||
THEME: Housing, Money
|
||||
COMPARE: getRent, setLandlord, moveHome
|
||||
|
||||
EXAMPLE:
|
||||
"I signed the contract."
|
||||
moveHome()
|
||||
16
Docs/Modding/Command_Functions/setSalary.txt
Normal file
16
Docs/Modding/Command_Functions/setSalary.txt
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
Floatvar.setSalary()
|
||||
|
||||
USE:
|
||||
Set this as your current salary.
|
||||
|
||||
TYPE: Command, Non-Ref (ref-like syntax)
|
||||
RETURNS: /
|
||||
THEME: Job, Money
|
||||
COMPARE: getSalary, moveJobs
|
||||
|
||||
EXAMPLE:
|
||||
"I signed the contract."
|
||||
moveJobs()
|
||||
Salary = 2000
|
||||
Interviewer.setBoss()
|
||||
Salary.setSalary())
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
Actor.show(position_index)
|
||||
|
||||
USE:
|
||||
Show this actor on screen. The player's default position is 0. 1 - 6 is counted from right to left of the screen.
|
||||
|
||||
TYPE: Command, Reference
|
||||
RETURNS: /
|
||||
THEME: Actor Loading, Scenes
|
||||
COMPARE: hide, getSpecific, generatePerson, generatePersonTemporary, getPerson
|
||||
|
||||
EXAMPLE:
|
||||
NewGuy = generatePerson()
|
||||
NewGuy.dress()
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
Actor.startDate()
|
||||
|
||||
USE:
|
||||
Start hanging out with this person (make them your current companion)
|
||||
|
||||
TYPE: Command, Reference
|
||||
RETURNS: /
|
||||
THEME: Companions
|
||||
COMPARE: endDate, isWithCompanion
|
||||
|
||||
EXAMPLE:
|
||||
"I decided to hang out with <John.name> today."
|
||||
John.startDate()
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
Actor.strip()
|
||||
|
||||
USE:
|
||||
Strip this actor of all clothes
|
||||
|
||||
TYPE: Command, Reference
|
||||
RETURNS: /
|
||||
THEME: Clothes
|
||||
COMPARE: dress
|
||||
|
||||
EXAMPLE:
|
||||
Player.strip()
|
||||
"I'm nude now ..."
|
||||
|
|
@ -1,7 +1,14 @@
|
|||
timeout(hours, sceneid1, sceneid2, ..., sceneidN)
|
||||
|
||||
USE:
|
||||
Timeout these scenes for x hours so that they won't trigger again. The number of hours is adjusted by the scene frequency setting however.
|
||||
|
||||
Example:
|
||||
TYPE: Command, non-Ref
|
||||
RETURNS: /
|
||||
THEME: Scenes
|
||||
COMPARE: timeoutprecise, timeoutActor, timeoutActorPrecise
|
||||
|
||||
EXAMPLE:
|
||||
"I just met someone. I don't want to meet another person for a while."
|
||||
|
||||
timeout(20, meet_new_person) // could be more or less than 20 hours depending on the scene frequency setting
|
||||
18
Docs/Modding/Command_Functions/timeoutActor.txt
Normal file
18
Docs/Modding/Command_Functions/timeoutActor.txt
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
timeoutActor(hours, sceneID, Actor1, ..., ActorN)
|
||||
|
||||
USE:
|
||||
Similar to timeout, except only for one particular scene. It puts a cooldown on the scene for x hours (adjusted by the scene frequency setting), but only for one or more specified actors, who won't get selected by the WHO condition of the scene.
|
||||
|
||||
TYPE: Command, non-Ref
|
||||
RETURNS: /
|
||||
THEME: Scenes
|
||||
COMPARE: timeout, timeoutPrecise, timeoutActorPrecise
|
||||
|
||||
EXAMPLE:
|
||||
|
||||
Player(Angry)::"Stop calling me so many times a day!"
|
||||
Contact(Offended)::"Uh... Ok, I guess. Catch you tomorrow, maybe?"
|
||||
|
||||
sceneEnd()
|
||||
|
||||
timeoutActor(24, call_invite, Contact)
|
||||
17
Docs/Modding/Command_Functions/timeoutActorPrecise.txt
Normal file
17
Docs/Modding/Command_Functions/timeoutActorPrecise.txt
Normal file
|
|
@ -0,0 +1,17 @@
|
|||
timeoutActorPrecise(hours, sceneID, actor1, ..., actorN)
|
||||
|
||||
USE:
|
||||
Combination of timeoutPrecise and timeoutActor. Puts a scene on cooldown for exactly the amount of hours specified, but limited to the stated actor(s) who will not pass the scene's WHO condition.
|
||||
|
||||
TYPE: Command, Reference
|
||||
RETURNS: /
|
||||
THEME: Scenes
|
||||
COMPARE: timeout, timeoutPrecise, timeoutActor
|
||||
|
||||
EXAMPLE:
|
||||
Friend(Happy)::"Well, I'm off to Barbados for a week. Bye!"
|
||||
Player(Happy)::"Have a good time!"
|
||||
|
||||
sceneEnd
|
||||
|
||||
timeoutActorPrecise(156, call_invite, Friend)
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
timeoutPrecise(hours, sceneid1, sceneid2, ..., sceneidN)
|
||||
|
||||
USE:
|
||||
Timeout these scenes for x hours so that they won't trigger again. The number of hours is fixed and not affected by the scene frequency setting.
|
||||
|
||||
TYPE: Command, non-Ref
|
||||
RETURNS: /
|
||||
THEME: Scenes
|
||||
COMPARE: timeout, timeoutActor, timeoutActorPrecise
|
||||
|
||||
Example:
|
||||
"I just celebrated my birthday."
|
||||
timeoutPrecise(8760, birthday) // it will be my birthday again exactly this time next year
|
||||
18
Docs/Modding/Condition_Functions/DatingHasHome.txt
Normal file
18
Docs/Modding/Condition_Functions/DatingHasHome.txt
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
DatingHasHome()
|
||||
|
||||
USE:
|
||||
Checks to see if the player's significant other lives in their own apartment.
|
||||
|
||||
TYPE: Condition, non-Ref
|
||||
RETURNS: bool
|
||||
THEME: Housing, Relationships
|
||||
COMPARE: PlayerHasHome, isAtHome, isAtDatingHome, loseHomeDating
|
||||
|
||||
EXAMPLE:
|
||||
|
||||
If !PlayerHasHome()
|
||||
Player:: "I can't afford to rent my own apartment."
|
||||
If DatingHasHome()
|
||||
Player:: "Maybe I can move in with my girlfriend instead?"
|
||||
Endif
|
||||
Endif
|
||||
26
Docs/Modding/Condition_Functions/ForcedTrigger.txt
Normal file
26
Docs/Modding/Condition_Functions/ForcedTrigger.txt
Normal file
|
|
@ -0,0 +1,26 @@
|
|||
ForcedTrigger()
|
||||
|
||||
USE:
|
||||
Returns whether a scene was force triggered with an action that has the SCENE_ALWAYS field filled (which overrides the conditions at the top of a scene). Use it to know if the scene was consciously triggered by the player or randomly triggered.
|
||||
|
||||
TYPE: Condition, non-Ref
|
||||
RETURNS: bool
|
||||
THEME: Scenes
|
||||
COMPARE: sceneStart
|
||||
|
||||
EXAMPLE:
|
||||
The "organize_a_house_party.lpaction" file has the following field filled:
|
||||
SCENE_ALWAYS: house_party
|
||||
|
||||
And the house_party.lpscene consults it like this:
|
||||
PlayerHosting = ForcedTrigger()
|
||||
|
||||
sceneStart()
|
||||
|
||||
If PlayerHosting
|
||||
"My preparations are all done. It's time to welcome the guests!"
|
||||
Player(Happy):: "Come in, everyone! Don't be shy. Everything's ready."
|
||||
Else
|
||||
"My phone rang! It's <Host.name>. I wonder what <Host.he_or_she> is calling me for?"
|
||||
...
|
||||
Endif
|
||||
18
Docs/Modding/Condition_Functions/PlayerHasHome.txt
Normal file
18
Docs/Modding/Condition_Functions/PlayerHasHome.txt
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
PlayerHasHome()
|
||||
|
||||
USE:
|
||||
Checks if the player lives in their own apartment.
|
||||
|
||||
TYPE: Condition, non-Ref
|
||||
RETURNS: bool
|
||||
THEME: Housing
|
||||
COMPARE: DatingHasHome, isAtHome, isAtDatingHome, loseHomeDating
|
||||
|
||||
EXAMPLE:
|
||||
|
||||
If !PlayerHasHome()
|
||||
Player:: "I can't afford to rent my own apartment."
|
||||
If DatingHasHome()
|
||||
Player:: "Maybe I can move in with my girlfriend instead?"
|
||||
Endif
|
||||
Endif
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
Tag(tag1, tag2, ..., tagN) returns bool
|
||||
Tag(tag1, tag2, ..., tagN)
|
||||
|
||||
USE:
|
||||
(Used for lpdesc and lptalk files) Check if the current animation contains ALL of the tags specified.
|
||||
|
||||
TYPE: Condition, non-Ref
|
||||
RETURNS: bool
|
||||
THEME: sex talk
|
||||
COMPARE:
|
||||
|
||||
EXAMPLE:
|
||||
Tag(Hugging, NonSexual, Couple)
|
||||
// To check if the current animation contains ANY of the tags specified, use this instead:
|
||||
14
Docs/Modding/Condition_Functions/isAffair.txt
Normal file
14
Docs/Modding/Condition_Functions/isAffair.txt
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
Actor.isAffair()
|
||||
|
||||
USE:
|
||||
Check if you have commited an affair with this actor while with your current boyfriend / girlfriend.
|
||||
|
||||
TYPE: Condition, Reference
|
||||
RETURNS: bool
|
||||
THEME: Relationships
|
||||
COMPARE: forgiveAffairs, getSpecific(Affair)
|
||||
|
||||
EXAMPLE:
|
||||
If John.isAffair()
|
||||
John(Flirty):: "Oh baby, your stupid boyfriend has no idea what we've done."
|
||||
Endif
|
||||
14
Docs/Modding/Condition_Functions/isAsexual.txt
Normal file
14
Docs/Modding/Condition_Functions/isAsexual.txt
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
Actor.isAsexual()
|
||||
|
||||
USE:
|
||||
returns true if the actor doesn't have any of the gender preferences "interested in male", "interested in female", or "interested in trans".
|
||||
|
||||
TYPE: Condition, Reference
|
||||
RETURNS: bool
|
||||
THEME: Gender Preference
|
||||
COMPARE: isInterestedIn
|
||||
|
||||
EXAMPLE
|
||||
If !Actor.isAsexual() && !Actor.isInterestedIn(Player) && Player.isMale()
|
||||
"<Actor.name> is probably a lesbian."
|
||||
Endif
|
||||
18
Docs/Modding/Condition_Functions/isAtDatingHome.txt
Normal file
18
Docs/Modding/Condition_Functions/isAtDatingHome.txt
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
isAtDatingHome()
|
||||
|
||||
USE:
|
||||
Checks if player is at significant other's home rather than their own. (The WHERE : home trigger catches both)
|
||||
|
||||
TYPE: Condition, non-Ref
|
||||
RETURNS: bool
|
||||
THEME: location, Relationships
|
||||
COMPARE: isAtHome, WHERE
|
||||
|
||||
EXAMPLE:
|
||||
|
||||
SO::"Well, I have an early day tomorrow so..."
|
||||
If isAtDatingHome()
|
||||
Player:: "OK, I'll just grab my things and go home."
|
||||
Else
|
||||
Player:: "OK, I'll walk you to the door."
|
||||
Endif
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
isAtHome() returns bool
|
||||
isAtHome()
|
||||
|
||||
USE:
|
||||
Check if the player is at their own home. Frequently used to separate 'WHERE: home' cases of the player being at home and being at their significant other's home.
|
||||
|
||||
TYPE: Condition, non-Ref
|
||||
RETURNS: bool
|
||||
THEME: Location
|
||||
COMPARE: moveTo
|
||||
|
||||
EXAMPLE:
|
||||
WHERE: home
|
||||
....
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
Actor.isBoss() returns bool
|
||||
Actor.isBoss()
|
||||
|
||||
USE
|
||||
Check if the actor is the player's boss.
|
||||
|
||||
TYPE: Condition, Reference
|
||||
RETURNS: bool
|
||||
THEME: Job
|
||||
COMPARE: setBoss, moveJobs, getSpecific(Boss)
|
||||
|
||||
EXAMPLE:
|
||||
If John.isBoss()
|
||||
John(Angry):: "You're fired!"
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
Actor.isColleague() returns bool
|
||||
Actor.isColleague()
|
||||
|
||||
USE:
|
||||
Check if the actor is one of the player's colleagues.
|
||||
|
||||
TYPE: Condition, Reference
|
||||
RETURNS: bool
|
||||
THEME: Job
|
||||
COMPARE: addColleague, removeColleague, getSpecific(Colleague)
|
||||
|
||||
EXAMPLE:
|
||||
If John.isColleague()
|
||||
John(Happy):: "Hey, wanna go for lunch?"
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
Actor.isContactExchanged() returns bool
|
||||
Actor.isContactExchanged()
|
||||
|
||||
USE:
|
||||
Check if the actor has exchanged numbers with the player.
|
||||
|
||||
TYPE: Condition, Reference
|
||||
RETURNS: bool
|
||||
THEME: Acquaintance
|
||||
COMPARE: blockContact, exchangeContact
|
||||
|
||||
EXAMPLE:
|
||||
If John.isContactExchanged()
|
||||
John(Happy):: "Well, you have my number. Just call me if you need anything else."
|
||||
|
|
@ -1,8 +1,14 @@
|
|||
Actor.isDating() returns bool
|
||||
Actor.isDating()
|
||||
|
||||
USE:
|
||||
Check if the actor is in a relationship with the player.
|
||||
Alternatively, if the Actor is Player then it checks whether the player is currently in a relationship at all.
|
||||
|
||||
TYPE: Condition, Reference
|
||||
RETURNS: bool
|
||||
THEME: Relationships
|
||||
COMPARE: loseDating, setDating, getSpecific(Dating)
|
||||
|
||||
EXAMPLE:
|
||||
If Player.isDating()
|
||||
"I'm dating someone ..."
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
Actor.isDatingFriend() returns bool
|
||||
Actor.isDatingFriend()
|
||||
|
||||
USE:
|
||||
Check if the actor is a friend of your significant other
|
||||
|
||||
TYPE: Condition, Reference
|
||||
RETURNS: bool
|
||||
THEME: Acquaintance
|
||||
COMPARE: addDatingFriend, removeDatingFriend, getSpecific(Dating_Friend)
|
||||
|
||||
EXAMPLE:
|
||||
If John.isDatingFriend()
|
||||
John(Happy):: "Nice to meet you at last, <Player.name>. <Dating.name> can't stop talking about you."
|
||||
|
|
@ -1,6 +1,12 @@
|
|||
Actor1.isDominantSex(Actor2) returns bool
|
||||
Actor1.isDominantSex(Actor2)
|
||||
|
||||
Check if the one actor would take a dominant role in a sexual relationship with another actor. This doesn't take into account sexual orientation. The rule is male is dominant to female, female with penis dominant to female with vagina. When it's male-male or female-female, it compares the masochist / submissive stat, the actor with lower masochist is dominant.
|
||||
USE:
|
||||
Check if the one actor would take a dominant role in a sexual relationship with another actor. This doesn't take into account sexual orientation. The rule is male is dominant to female, female with penis dominant to female with vagina. When it's male-male or female-female, it compares the masochist / submissive stat, the actor with lower masochist is dominant. Useful for mostly gender-related roles (opening doors, who walks who home etc)
|
||||
|
||||
TYPE: Condition, Reference
|
||||
RETURNS: bool
|
||||
THEME: Gender, Dominance
|
||||
COMPARE: isMale, isSameGender
|
||||
|
||||
EXAMPLE:
|
||||
If John.isDominantSex(Player)
|
||||
|
|
@ -1,5 +1,6 @@
|
|||
Actor.isEquipped(Slot) returns bool
|
||||
Actor.isEquipped(Slot)
|
||||
|
||||
USE:
|
||||
Check if an actor is wearing any clothes in a certain 'slot'. Will return true even if it's an underwear hidden under other clothes. The slots are:
|
||||
Outerwear
|
||||
Headwear
|
||||
|
|
@ -11,7 +12,12 @@ Bottom_Under
|
|||
Foot
|
||||
Foot_Under
|
||||
|
||||
TYPE: Condition, Reference
|
||||
RETURNS: bool
|
||||
THEME: Clothes
|
||||
COMPARE: dress, strip
|
||||
|
||||
EXAMPLE:
|
||||
If John.isEquipped(Bottom_Under)
|
||||
"John is wearing a pair of boxers or something."
|
||||
Endif
|
||||
Endif
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
Actor1.isInterestedIn(Actor2) returns bool
|
||||
Actor1.isInterestedIn(Actor2)
|
||||
|
||||
USE:
|
||||
Check if the one actor is interested sexually in another actor's gender. Does not take into account attractiontoplayer stat, just look at Actor1's sexual orientation and Actor2's gender.
|
||||
|
||||
TYPE: Condition, Reference
|
||||
RETURNS: bool
|
||||
THEME: Gender Preference
|
||||
COMPARE:
|
||||
|
||||
EXAMPLE:
|
||||
If John.isInterestedIn(Player)
|
||||
"A <John.guy_or_girl> approached me and introduced <John.himself_or_herself> as <John.name>."
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
Actor.isLandlord() returns bool
|
||||
Actor.isLandlord()
|
||||
|
||||
USE:
|
||||
Check if the actor is your landlord.
|
||||
|
||||
TYPE: Condition, Reference
|
||||
RETURNS: bool
|
||||
THEME: Housing
|
||||
COMPARE: setLandlord, getSpecific(Landlord)
|
||||
|
||||
EXAMPLE:
|
||||
If John.isLandlord()
|
||||
John(Angry):: "Hey, there has been a noise complaint about you."
|
||||
14
Docs/Modding/Condition_Functions/isMale.txt
Normal file
14
Docs/Modding/Condition_Functions/isMale.txt
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
Actor.isMale()
|
||||
|
||||
USE:
|
||||
Check if the actor is male.
|
||||
|
||||
TYPE: Condition, Reference
|
||||
RETURNS: bool
|
||||
THEME: Gender
|
||||
COMPARE: isDominantSex, isSameGender, isInterestedIn
|
||||
|
||||
EXAMPLE:
|
||||
If John.isMale()
|
||||
"<John.name> is a dude!"
|
||||
Endif
|
||||
17
Docs/Modding/Condition_Functions/isMarried.txt
Normal file
17
Docs/Modding/Condition_Functions/isMarried.txt
Normal file
|
|
@ -0,0 +1,17 @@
|
|||
Actor.isMarried()
|
||||
|
||||
USE:
|
||||
Returns true if the calling actor is married.
|
||||
|
||||
TYPE: Condition, Reference
|
||||
RETURNS: bool
|
||||
THEME: Relationships
|
||||
COMPARE: isDating
|
||||
|
||||
EXAMPLE:
|
||||
Parent = getRelative(Parent)
|
||||
If Parent.isValid()
|
||||
If !Parent.isMarried()
|
||||
"Ever since my <Parent.mom_or_dad> left <Parent.o>, my <Parent.dad_or_mom> hasn't been the same."
|
||||
Endif
|
||||
Endif
|
||||
14
Docs/Modding/Condition_Functions/isModEnabled.txt
Normal file
14
Docs/Modding/Condition_Functions/isModEnabled.txt
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
isModEnabled(ModID)
|
||||
|
||||
USE:
|
||||
Check if a mod, identified by its ID in its .lpmod file, is enabled.
|
||||
|
||||
TYPE: Condition, non-Ref
|
||||
RETURNS: bool
|
||||
THEME: Mods
|
||||
COMPARE:
|
||||
|
||||
EXAMPLE:
|
||||
If isModEnabled(vin_VanillaPorn)
|
||||
"Some really silly porn plot is going to happen!"
|
||||
Endif
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
Actor.isNeighbour() returns bool
|
||||
Actor.isNeighbour()
|
||||
|
||||
USE:
|
||||
Check if the actor is one of your neighbours.
|
||||
|
||||
TYPE: Condition, Reference
|
||||
RETURNS: bool
|
||||
THEME: Housing
|
||||
COMPARE: addNeighbour, removeNeighbour, getSpecific(Neighbour)
|
||||
|
||||
EXAMPLE:
|
||||
If John.isNeighbour()
|
||||
John(Happy):: "Hey, I'm your neighbour. Nice to meet you!"
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
Actor.isPlayer() returns bool
|
||||
Actor.isPlayer()
|
||||
|
||||
USE:
|
||||
Check if the actor is the player.
|
||||
|
||||
TYPE: Condition, Reference
|
||||
RETURNS: bool
|
||||
THEME: Identity
|
||||
COMPARE: getID, isSameAs
|
||||
|
||||
EXAMPLE:
|
||||
If John.isPlayer()
|
||||
"Should have just use the variable Player!"
|
||||
16
Docs/Modding/Condition_Functions/isPlayerMarried.txt
Normal file
16
Docs/Modding/Condition_Functions/isPlayerMarried.txt
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
isPlayerMarried()
|
||||
|
||||
USE:
|
||||
checks if the player is married
|
||||
|
||||
TYPE: Condition, non-Ref
|
||||
RETURNS: bool
|
||||
THEME: Relationships
|
||||
COMPARE: isMarried, isDating
|
||||
|
||||
EXAMPLE:
|
||||
If isPlayerMarried()
|
||||
Player(Crying):: "I cannot put up with this abusive marriage any longer ..."
|
||||
Divorce()
|
||||
loseDating()
|
||||
Endif
|
||||
20
Docs/Modding/Condition_Functions/isRelative.txt
Normal file
20
Docs/Modding/Condition_Functions/isRelative.txt
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
Actor.isRelative()
|
||||
|
||||
USE:
|
||||
returns true if the calling actor is a relative of the player's
|
||||
|
||||
TYPE: Condition, Reference
|
||||
RETURNS: bool
|
||||
THEME: Family
|
||||
COMPARE: getRelative, getRelativeExcept
|
||||
|
||||
EXAMPLE:
|
||||
"Should I make a pass at <Actor.name>?"
|
||||
0:: "Yes"
|
||||
1:: "No"
|
||||
|
||||
If 0
|
||||
If Actor.isRelative()
|
||||
Actor(Disgusted):: "Ew, sick!"
|
||||
Endif
|
||||
Endif
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
Actor1.isSameAs(Actor2) returns bool
|
||||
Actor1.isSameAs(Actor2)
|
||||
|
||||
USE:
|
||||
Check if the two actors are the same person
|
||||
|
||||
TYPE: Condition, Reference
|
||||
RETURNS: bool
|
||||
THEME: Identity
|
||||
COMPARE: getID, isPlayer
|
||||
|
||||
EXAMPLE:
|
||||
If John.isSameAs(Jack)
|
||||
"They're the same dude!"
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
Actor1.isSameGender(Actor2) returns bool
|
||||
Actor1.isSameGender(Actor2)
|
||||
|
||||
USE:
|
||||
Check if the two actors are the same gender
|
||||
|
||||
TYPE: Condition, Reference
|
||||
RETURNS: bool
|
||||
THEME: Gender
|
||||
COMPARE: isMale, isDominantSex, isInterestedIn
|
||||
|
||||
EXAMPLE:
|
||||
If John.isSameGender(Jack)
|
||||
"They're both <John.male_or_female>."
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
Actor1.isValid() returns bool
|
||||
Actor.isValid()
|
||||
|
||||
USE:
|
||||
Check if an actor variable is valid. Most commonly used after GetPerson(), GetCompanion() or GetSpecific()
|
||||
|
||||
TYPE: Condition, Reference
|
||||
RETURNS: bool
|
||||
THEME: Actor Loading
|
||||
COMPARE: getPerson, getSpecific
|
||||
|
||||
EXAMPLE:
|
||||
John = getSpecific(Colleague)
|
||||
If John.isValid()
|
||||
23
Docs/Modding/Condition_Functions/isVisible.txt
Normal file
23
Docs/Modding/Condition_Functions/isVisible.txt
Normal file
|
|
@ -0,0 +1,23 @@
|
|||
Actor.isVisible(slot)
|
||||
|
||||
USE:
|
||||
Check if an actor is wearing any clothes in a certain 'slot'. Will return false if it's an underwear hidden under other clothes. The slots are:
|
||||
+Outerwear
|
||||
+Headwear
|
||||
+Eyewear
|
||||
+Top
|
||||
+Top_Under
|
||||
+Bottom
|
||||
+Bottom_Under
|
||||
+Foot
|
||||
+Foot_Under
|
||||
|
||||
TYPE: Condition, Reference
|
||||
RETURNS: Bool
|
||||
THEME: Clothes
|
||||
COMPARE: isEquipped, dress, strip
|
||||
|
||||
EXAMPLE:
|
||||
If Actor.isVisible(Top_Under) && Actor.isVisible(Bottom_Under)
|
||||
"I walked in on <Actor.name> wearing nothing but her underwear."
|
||||
Endif
|
||||
|
|
@ -1,7 +1,13 @@
|
|||
isWithCompanion() returns bool
|
||||
isWithCompanion()
|
||||
|
||||
USE:
|
||||
Check if the player is currently hanging out with a companion.
|
||||
|
||||
TYPE: Condition, non-Ref
|
||||
RETURNS: bool
|
||||
THEME: Companions
|
||||
COMPARE: getCompanion, startDate, endDate, "CurrentCompanion" global var
|
||||
|
||||
EXAMPLE:
|
||||
If isWithCompanion()
|
||||
"I'm currently with <CurrentCompanion.name>."
|
||||
Some files were not shown because too many files have changed in this diff Show more
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Reference in a new issue