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- Where am I Going wrong in my Moodlet Creation
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- Where am I Going wrong in my Moodlet Creation
Replies: 0 (Who?), Viewed: 161 times.
#1
5th Apr 2025 at 3:14 AM

Posts: 4

Code:
namespace Simception.RoyaltyMod.BuffLoader { // The BuffBooter class is responsible for loading buff data. internal class BuffBooter { public void LoadBuffData() { // Calls the AddBuffs method and subscribes to the NewHotInstallStoreBuffData event. this.AddBuffs(null); UIManager.NewHotInstallStoreBuffData = (UIManager.NewHotInstallStoreBuffCallback)Delegate.Combine(UIManager.NewHotInstallStoreBuffData, new UIManager.NewHotInstallStoreBuffCallback(this.AddBuffs)); } // This method is called to add buffs, reading data from XML files. public void AddBuffs(ResourceKey[] resourcekey) { // Reads XML data to load buffs using a specific resource key (hashes used here). XmlDbData xmlDbData = XmlDbData.ReadData(new ResourceKey( ResourceUtils.HashString64("Bufflist_RoyaltyMod"), // Placeholder for actual XML file name. 53690476U, // Example hash value 0U), false); // Reads the data from the XML bool flag = xmlDbData != null; if (flag) { // Parses and loads the buff data into the game. BuffManager.ParseBuffData(xmlDbData, true); } } } // Instantiator class is responsible for loading buff data when the game is preloaded. public static class Instantiator { [Tunable] // This attribute allows the value to be externally configured. internal static bool kInstantiator2 = false; // Static constructor for the Instantiator class, called when the class is first accessed. static Instantiator() { // Registers the OnPreLoad method to be called before the object groups are loaded. LoadSaveManager.ObjectGroupsPreLoad += new ObjectGroupsPreLoadHandler(Instantiator.OnPreLoad); } // Method called before object groups are loaded. It triggers the loading of buff data. public static void OnPreLoad() { new BuffBooter().LoadBuffData(); // Load the buff data before the game loads. } } } namespace Simception.RoyaltyMod.Buffs { // The BuffRulingMonarch class defines a custom buff for a ruling monarch. public class BuffRulingMonarch : Buff { // The unique GUID for this buff (used to identify the buff in the system). private const ulong kRulingMonarchGuid = 0x89E915AEBC17B7D0L; // Static property to retrieve the GUID for this buff. public static ulong StaticGuid { get { return 0x89E915AEBC17B7D0; } } // Constructor for the BuffRulingMonarch class, which takes buff data. public BuffRulingMonarch(Buff.BuffData info) : base(info) { } } }
Moodlet String XML:
Quote:
<?xml version="1.0" encoding="UTF-8" ?> <TEXT> <!-- Name of the buff in the game --> <KEY>Gameplay/Excel/buffs/BuffList:RulingMonarch_Buff</KEY> <STR>A Ruling Monarch</STR> <!-- Description of the buff in the game --> <KEY>Gameplay/Excel/buffs/BuffList:Rulingmonarch_BuffDescription</KEY> <STR>Any sim likes to be under test. They feel important.</STR> </TEXT> |
Moodlet Buff List: Bufflist_RoyaltyMod
Quote:
<?xml version="1.0" encoding="UTF-8" ?> <RoyalBuffs> <!-- You MUST leave the following entry as it is. This is the template. --> <BuffList> <BuffName></BuffName> <BuffDescription></BuffDescription> <BuffHelpText></BuffHelpText> <FirstPersonDescription></FirstPersonDescription> <Category></Category> <PermaMoodlet>False</PermaMoodlet> <PermaMoodletColor></PermaMoodletColor> <AxisEffected></AxisEffected> <PolarityOverride>NoOverride</PolarityOverride> <EffectValue></EffectValue> <DelayTimer>0</DelayTimer> <TimeoutLength></TimeoutLength> <SKU>BaseGame</SKU> <SolveCommodity></SolveCommodity> <AttemptAutoSolve>False</AttemptAutoSolve> <SolveTime></SolveTime> <Stackable></Stackable> <IsExtreme>False</IsExtreme> <FacialIdle></FacialIdle> <IncreasedEffectiveness></IncreasedEffectiveness> <ReducedEffectiveness></ReducedEffectiveness> <Hex></Hex> <CustomClassName></CustomClassName> <ThumbFilename></ThumbFilename> <Topic></Topic> <ShowBallon>True</ShowBallon> <Travel>False</Travel> <DisallowedOccults></DisallowedOccults> <JazzStateSuffix></JazzStateSuffix> <Version>0.1</Version> <SpeciesAvailability>All</SpeciesAvailability> </BuffList> <!-- Here starts the definition of your Buffs --> <BuffList> <BuffName>RulingMonarch_Buff> <BuffDescription>Rulingmonarch_BuffDescription> <Hex>RulingMonarchGuid = 0x89E915AEBC17B7D0L</Hex> <CustomClassName>Simception.RoyaltyMod.Buffs.BuffRulingMonarch,Royalliving</CustomClassName> <ThumbFilename>moodlet_Hungry</ThumbFilename> <!-- Effects of your custom moodlet --> <Category>Physical</Category> <AxisEffected>Happy</AxisEffected> <EffectValue>20</EffectValue> <TimeoutLength>240</TimeoutLength> <SKU>BaseGame</SKU> <Stackable>False</Stackable> <Version>0.1</Version> </BuffList> </RoyalBuffs> |
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