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Raeven Member

Joined: 24 Aug 2006 Posts: 3598
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Posted: Sat Aug 26, 2006 8:47 pm Post subject: Reference Charts |
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Please note: Links will open a new window rather than simply scrolling down this page.
Please note: "Also See" mentions are information located in other threads.
Last edited by Raeven on Wed Jun 23, 2010 2:27 pm; edited 13 times in total |
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Raeven Member

Joined: 24 Aug 2006 Posts: 3598
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Posted: Mon Aug 28, 2006 7:23 am Post subject: |
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behavior.iff - STR# 132
DATA OWNERS
This information is quoted with permission from AllSims.doc, written by Mark, owner of the Simfully Yahoo!groups. (I've reordered the columns a little bit)
This chart helps you figure out what number to add into a parameter to create statements that are structured thus:
"Variable - Operator - Variable"
IffSnooper users will want to switch to Decimal mode to follow this chart
Some examples:Temp Storage 0 += Local Variable 2
Stack Object ID assign to My Object ID
Stack Object ID assign to Attribute 3
Local Variable 0 equals? 7
To use it you choose a number from the first column that coincides with the variable you would like the Statement to start with (the variable that is to be on the left of the operator) and then add it to a number in the second column that coincides with the variable that the statement should end with (to the right of the operator)
For Example to get "Temp Storage 0 += Local Variable 2"
1) I would look through the list for "Temp Storage" and note the number in the first column is 8.
2) Then I would look through the list for Local Variable and note the number in it's second column is 6400.
3) I add them together to get 6408 which is the number I need to enter (into parameter 4, in this case)
4) Filling the other parameters in will make sure the correct the Temp Storage (#0), Local Variable (#2) and operator (+=) is being used and the statement is complete.
| Code: | LEFT RIGHT VARIABLE
00 0000 My attribute
01 0256 Stack object’s attribute
03 0768 My…
04 1024 Stack Object’s…
06 1536 Global hr etc
07 1792 Literal value (eg. 0)
08 2048 Temporary Storage
09 2304 Parameter
10 2560 Stack Object ID
11 2816 Temporary Storage [temp]
12 3072 Check tree ad & Range
13 3328 Stack Object Temp Storage
14 3584 My motives
15 3840 Stack Obj’s motives
16 4096 St Obj’s Slot
17 4352 St Obj’s motive [temp]
18 4608 My person data
19 4864 St Obj’s person data
20 5120 My Slot
21 5376 St Obj’s definition
22 5632 St Objs’ attribute [para]
23 5888 Room [temp]
24 6144 Neighbor in Stack Ob
25 6400 Local Variable
26 6656 Constant Value
27 6912 Dynamic Sprite Flag…
28 7168 Check tree add personality var
29 7423 Check tree add min unused
30 7680 My person data [temp]
31 7936 stack obj's person data [temp]
32 8192 Neighbor data [temp]
33 8448 Job Data
34 8704 Neighborhood data…
35 8960 Stack Obj’s Functions
36 9216 My type attribute
37 9472 Stack Obj’s type attribute
Added with superstar expansion pack:
38 9728 Neighbor's Object Definition |
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The Simfully chart is made for those who wish to enter decimal numbers into IffPencil. The translation form HEX to decimal makes that method a little more cumbersome but many feel more comfortable using the familiardecimal numbers.
HEX users will want to use the following chart and simply plug the variable's number into the appropriate spot to make that variable show up on the 'left' or 'right side' of the line. For Iffpencil users you plug the number into the 7th box for "left" and the 8th box for "right"
| Code: | HEX - VARIABLE
00 - My attribute
01 - Stack object’s attribute
03 - My…
04 - Stack Object’s…
06 - Global hr etc
07 - Literal value (eg. 0)
08 - Temporary Storage
09 - Parameter
0A - Stack Object ID
0B - Temporary Storage [temp]
0C - Check tree ad & Range
0D - Stack Object Temp Storage
0E - My motives
0F - Stack Obj’s motives
10 - St Obj’s Slot
11 - St Obj’s motive [temp]
12 - My person data
13 - St Obj’s person data
14 - My Slot
15 - St Obj’s definition
16 - St Objs’ attribute [para]
17 - Room [temp]
18 - Neighbor in Stack Ob
19 - Local Variable
1A - Constant Value
1B - Dynamic Sprite Flag…
1C - Check tree add personality var
1D - Check tree add min unused
1E - My person data [temp]
1F - stack obj's person data [temp]
20 - Neighbor data [temp]
21 - Job Data
22 - Neighborhood data…
23 - Stack Obj’s Functions
24 - My type attribute
25 - Stack Obj’s type attribute
Added with superstar expansion pack:
26 - Neighbor's Object Definition |
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behavior.iff - STR# 136
OPERATORS
This is the number to enter into Parameter 3(iffpencil).
Notice they go up in increments of 256:
| Code: | Code Operator (with meaning)
0000 > (is greater than)
0256 < (is less than)
0512 =? (equals?)
0768 += (add to)
1024 -= (subtract from)
1280 Assign To (make this amount/value; may also be displayed as := )
1536 *= (multiply by)
1792 /= (divide by)
2048 Flag Set? (Is allowed/true?)
2304 Set Flag (Is allowed)
2560 Clear Flag (Is not allowed; may also displayed be as ClrFlag)
2816 ++ and < (Add 1 and check to see if less than)
3072 mod= (Divide numbers and then make value the remainder)
3328 and=
3584 >= (Is greater than or equal to)
3840 <= (Is less than or equal to)
4096 Not Equal To (Not equal to; may also displayed be as =!)
4352 -- and > (Subtract 1 and check to see if greater than)
4608 or= (added by an expansion pack)
4864 xor= (added by an expansion pack)
5120 =sqrt(RHS) (added by an expansion pack) |
Here is the HEX version of that chart. IffPencil users can plug these numbers into the 6th HEX box and enter 00 in the 5th HEX box.
| Code: | 00 > (is greater than)
01 < (is less than)
02 =? (equals?)
03 += (add to)
04 -= (subtract from)
05 Assign To (make this amount/value; may also be displayed as := )
06 *= (multiply by)
07 /= (divide by)
08 Flag Set? (Is allowed/true?)
09 Set Flag (Is allowed)
0A Clear Flag (Is not allowed; may also displayed be as ClrFlag)
0B ++ and < (Add 1 and check to see if less than)
0C mod= (Divide numbers and then make value the remainder)
0D and=
0E >= (Is greater than or equal to)
0F <= (Is less than or equal to)
10 Not Equal To (Not equal to; may also displayed be as =!)
11 -- and > (Subtract 1 and check to see if greater than)
12 or= (added by an expansion pack)
13 xor= (added by an expansion pack)
14 =sqrt(RHS) (added by an expansion pack) |
Last edited by Raeven on Mon Jul 14, 2008 5:32 pm; edited 12 times in total |
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Raeven Member

Joined: 24 Aug 2006 Posts: 3598
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Posted: Mon Aug 28, 2006 7:44 am Post subject: |
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(iffpencil)
This chart illustrates what values are to be entered into the parameters for each BCON resource. These numbers get entered into parameter one or two depending on whether the Constant is on the left hand side of the operator or the right hand side.
This list just gives the general idea. Higher numbers will refer to global constants (found in the global.iff or the object's semiglobal)
| Code: | LOCAL CONSTANTS
code: BCON:
0000 4096:0
0128 4097:0
0256 4098:0
0384 4099:0
0512 4100:0
0640 4101:0
0768 4102:0
0896 4103:0
1024 4104:0
1152 4105:0
1280 4106:0
1408 4107:0
1536 4108:0
1664 4109:0
1792 4110:0
1920 4111:0
etc. |
The values listed all give you the first constant of each BCON resouce.
Notice they go up in increments of 128.
EXAMPLES:
To refer to Constant 4096:7 you would enter "7" in the appropriate parameter because 4096's starting point is 0
To refer to Constant 4099:3 you would enter a "387" because BCON 4099's starting point it 384.
Last edited by Raeven on Tue Dec 12, 2006 4:32 pm; edited 2 times in total |
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Raeven Member

Joined: 24 Aug 2006 Posts: 3598
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Posted: Sat Sep 02, 2006 8:15 pm Post subject: |
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GUID LIST ADDONS
Wilf's GUID List (available from Wilf's Sim Stuff (Lycos site so mind this *popups*.) has most of the GUIDs for Maxis objects from the original game up through Super Star. Many SimDay items are also included on this list.
Absent from the list, however, are some of the later Sim Day items, Deluxe objects and Makin' Magic objects so I have been adding these to my copy of the list by extracting Maxis' Far files into a folder and running the program Object ID on that folder, having it generate a list of all GUIDs.
The lists are a bit too long for a forum post and columns don't show up well in this format, so I am attaching the lists to this post as text files starting with the contents of Makin Magic's ExpansionPack7.far
I recommend copying these files to the end of Wilf's list so you can search everything at once. Unlike Wilf's entries Object ID does not list the far file on each line.
| Description: |
| This zip contains a text (txt) file listing the GUIDs of Makin' Magic items - the entire contents of ExpansionPack7.far |
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 Download |
| Filename: |
rvn-guids-ExpansionPack7.zip |
| Filesize: |
12.46 KB |
| Downloaded: |
253 Time(s) |
Last edited by Raeven on Thu Nov 23, 2006 3:18 pm; edited 1 time in total |
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Raeven Member

Joined: 24 Aug 2006 Posts: 3598
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Posted: Mon Sep 04, 2006 10:57 am Post subject: Breakdown of the STR#200 resource |
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THE STR# 200 RESOURCE
The bodystring (STR#200) is only used by Sims.
This is where a sim's skin tone, gender, age, height, and wardrobe information is (all skins assigned to the Sim are listed here including hands)
The various lines in a STR# are:
| Code: | #0: Height of the sims (adult or child – must be lowercase)
#1: Which body skin and mesh to use (cmx first, bmp second)
#2: Which head skin and mesh to use (cmx first, bmp second)
#3: HEAD (not sure what this is used for)
#4: Top (not sure what this is used for)
#5: R_HAND (not sure what this is used for)
#6: Palm (not sure what this is used for)
#7:
#8:
#9:
#10:
#11:
#12: Sim's Gender (female or male)
#13: Sim's Age (27 for adults, 9 for children)
#14: Sim's Skin tone (lgt, med, drk)
#15: Which nude skin and mesh to use (cmx first, bmp second)
#16: Which swim skin and mesh to use (cmx first, bmp second)
#17: Which skin to use for open Left hand (cmx first, bmp second)
#18: Which skin to use for open Right hand (cmx first, bmp second)
#19: Which skin to use for pointing Left hand (cmx first, bmp second)
#20: Which skin to use for pointing Right hand (cmx first, bmp second)
#21: Which skin to use for closed Left hand (cmx first, bmp second)
#22: Which skin to use for closed Right hand (cmx first, bmp second)
#23:
#24:
#25:
#26:
#27: I THINK this is for pre-hotdate formalwear
#28: I THINK this is formal wear hands (left)
#29: I THINK this is formal hands (right)
#30: Which buyable formal skin & mesh to use (cmx first, bmp second)
#31: Which buyable swim skin & mesh to use (cmx first, bmp second)
#32: Which buyable lingerie skin & mesh to use (cmx first, bmp second)
#33: Which buyable winter skin & mesh to use (cmx first, bmp second)
#34: Which buyable HF skin & mesh to use (cmx first, bmp second) |
One important thing to watch out for: the name of the CMX file that you should use is its internal name, which is not neccessarily the same as its file name. Open the CMX file using a text editor, and you'll see the internal name on line five of the file. You should use this name exactly as it is written in the NPC or character file - it's case sensitive.
Last edited by Raeven on Wed Jun 23, 2010 2:28 pm; edited 2 times in total |
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Raeven Member

Joined: 24 Aug 2006 Posts: 3598
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Posted: Mon Sep 04, 2006 11:48 am Post subject: |
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CONTAINER SLOT HEIGHTS
One of the placement rules declared in the init BHAV is allowed Height flags. The Global BCON listing all of the height flags can be found in global.iff's BCON 257 ("std heights"). IffPencil displays this BCON as "Constant 8193" in the BHAV editor so this is the constant I have used below.
| Code: | Ht. CONSTANT SURFACE TYPE
0 8193:0 floor
1 8193:4
2 8193:1 Coffeetable (no Alt offset available)
3 8193:2 Desk (no Alt offset available?)
3 8193:2 Dining Table (no Alt offset available?)
4 8193:3 Counters (Altoffset of 5 available)
5 8193:5 Counters (Altoffset of 4 available)
5 8193:5 ? for used non autonomous, alternate placement (only?)
6 8193:6
7 8193:7 Seating
8 8193:8 Endtables (Altoffset of 5 available (never actually sits at 8?))
Found in Vacation EP and higher ONLY (this includes Deluxe Editions):
9 8193:9 Vac+ Souvenir displays (Any Altoffsets available)
Awards displays (Any Altoffsets available)
Fireplace mantels (Any Altoffsets available) |
NOTE ABOUT HEIGHT 5 - This height does not seem to be used in *any* object that a sim can place on a surface. Most decorative items cannot sit on height 5 either (those especially hacked to sit on all surfaces are an exception). It appears to me to be a height used when you need to create a counter-high surface that sims will not be able to use or that a place should not use (such as a stove or BBQ grill). It's also used as the alt offset by endtables
NOTE ABOUT HEIGHT 9 - Created with the Vacation souvenir cabinets and fireplace mantel this height is useless in games that are lower than Game Edition 4 (so Deluxe games DO have this height available to them). Any objects allowed to sit at Height 9 should have an EP check OR use a literal value and not a BCON when setting that height flag in the init as well to keep Game edition 3 and under games from crashing. This unusual height flag is very versatile. You can have the object appear to be at any height with the AltOffset
Last edited by Raeven on Thu Apr 19, 2007 12:21 am; edited 2 times in total |
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Raeven Member

Joined: 24 Aug 2006 Posts: 3598
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Posted: Mon Sep 04, 2006 12:14 pm Post subject: |
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SUBINDEX MAP
The tiles of a multi-tiled object are assembled using a grid layout; Each tile is assigned a subindex number so they know where each should be placed. This SubIndex number is listed in the OBJD resource. All objects start at Subindex 0 and then can branch out from there The other tiles in a multi-tiled object branch out from there using a 256 by 256 grid.
A 2 tile by 2 tile table, for instance, will have a tile on Subindex 0, another on Subindex 1, a third at subindex 256 and the last at subindex 257 (the fifth OBJD will have a negative -1 as its subindex because it is the Master OBJD)
| Description: |
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| Filesize: |
6.85 KB |
| Viewed: |
5791 Time(s) |

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| Description: |
| A 2 tile by 2 tile table, for instance, will have a tile on Subindex 0, another on Subindex 1, a third at subindex 256 and the last at subindex 257 |
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| Filesize: |
7.05 KB |
| Viewed: |
4492 Time(s) |

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Last edited by Raeven on Mon Mar 26, 2007 10:57 pm; edited 2 times in total |
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Raeven Member

Joined: 24 Aug 2006 Posts: 3598
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Posted: Thu Sep 21, 2006 3:03 am Post subject: |
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behavior.iff - STR# 200
PERSON DATA
Interests, Skills, Personality, Fame
These are some of the codes you can use when working with My person data... or Stack Object's Person Data.....
Note: Many numbers will simply not work in the original game but using a number over 73 will crash it.
INTERESTS - ORIGINAL
(Some of these have dual interests listed. The first of the two applies to adults, the second of the two is the child counterpart of that interest.)
46 : i: Travel / Toys
47 : i: Violence / Aliens
48 : i: Politics / Pets
49 : i: 60's / School
50 : i: Weather
51 : i: Sports
52 : i: Music
53 : i: Outdoors
INTERESTS- ADDED WITH THE HOT DATE EXPANSION
13 : i: Exercise ( Hot Date )
14 : i: Food ( Hot Date )
16 : i: Parties ( Hot Date )
20 : i: Style ( Hot Date )
26 : i: Hollywood ( Hot Date )
54 : i: Technology ( Hot Date )
55 : i: Romance ( Hot Date )
ADDITIONAL "INTERESTS"
(note: I consider these 'interests" though the game does not)
56 : Job Type
70 : zodiac
75 : Female Preference ( Hot Date )
76 : Male Preference ( Hot Date )
PERSONALITIES
(the second personality listed applies to Unleashed pets NOT people-sims)
2 : Nice/Loyal Personality
3 : Active/Playful Personality
4 : Generous Personality (1.0 NPC still use this)
5 : Playful/Smart Personality
6 : Outgoing/Friendly Personality
7 : Neat/Quiet Personality
SKILLS
Second part of some of these apply to pets, Not sure
what 'furniture' skill is. (or was meant to be)
10 : Cooking/House Broken Skill
11 : Charisma/Obedience Skill
12 : Mechanical/Tricks Skill
15 : Creativity Skill
17 : Body/Furniture Skill
18 : Logic Skill
FAME DOODADS - ADDED WITH SUPERSTAR
80 : Fame Score
81 : Fame Star Power (0-9)
82 : Fame Star - High Watermark
Last edited by Raeven on Wed Jun 23, 2010 2:30 pm; edited 2 times in total |
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Raeven Member

Joined: 24 Aug 2006 Posts: 3598
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Posted: Tue Oct 17, 2006 5:22 pm Post subject: |
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SPRITE INDEX NUMBERS
For 4 rotation objects the sprite indexes are
Small Zooms : 8 through 11
Medium Zoom: 4 through 7
Largest Zoom: 0 through 3
For 2 rotation objects the sprite indexes are
Small Zooms : 4 and 5
Medium Zoom: 2 and 3
Largest Zoom: 0 and 1
For 1 rotation objects the sprite indexes are
Small Zooms : 2
Medium Zoom: 1
Largest Zoom: 0
Last edited by Raeven on Thu Nov 23, 2006 3:19 pm; edited 1 time in total |
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peter9g Member

Joined: 03 Sep 2006 Posts: 389
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Posted: Mon Oct 23, 2006 1:12 am Post subject: |
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Object Categories
(note: this does not relate to or effect buy and build mode categories. These categories are used by the code and used by neighborhood maps)
Here is an expanded list of the object categories
BCON, ID# 262 category
Displaying binary BCON data
34 strings (TSO)
TRCN data available, format version 1
51 strings Vacation
78 strings Unleashed
87 strings Superstar
97 strings Makin Magic
---
[BCON#] Value // Category
[ 0] 30 // Display Magazine ?
[ 1] 1 // phone
[ 2] 2 // level
[ 3] 3 // job
[ 4] 4 // bed
[ 5] 5 // toilet
[ 6] 6 // shower
[ 7] 7 // bath
[ 8] 8 // column; koipond.iff
[ 9] 9 // baby
[10] 10 // Cash Registers
[11] 11 // Gift Flowers
[12] 12 // Gift Toys
[13] 13 // Gift Jewelry
[14] 14 // Magazines
[15] 15 // Gift Candy
[16] 16 // Piano
[17] 17 // Clothing Booth
[18] 18 // Counter
[19] 19 // Stove; Plant_Carnivore.iff
[20] 20 // Fridge
[21] 21 // Display Flowers
[22] 22 // Display Toys
[23] 23 // Display Jewely
[24] 24 // Display Candy
[25] 25 // Bar
[26] 26 // Podium
[27] 27 // Womens Door
[28] 28 // Mens Door
[29] 29 // Social Interactions
---
BCON value in TS1 Global.iff skips from 29 to 31 at this point
---
[30] 31 // Television
[31] 32 // Downtown Food
[32] 33 // Stereo
[33]
[34]
[35] SV souvenircabinets.iff; petawardcabinet.iff (SU)
[36] bunnyrabbit.iff (SU); snake.iff, toad.iff (MM)
[37] SV // used by souvenirs.iff CT-PutAway
[38] displaycounterunleashed.iff // GUID = 85B46CA8
[39] SV counterdisplayvacation.iff; displaycounterunleashed.iff (SU)
[40] SV Gift_Kitsch // gift_elephant,iff, gift_nutcracker.iff, etc.
[41] SV Inventory_Postcard_Beach
[42]
[43] SV Inventory_Postcard_Forest
[44] SV Inventory_Postcard_Snow
[45] SV FrontDesks.iff
[46] SV Tent
[47] SV Igloo
[48] SV Rental Shack // see BHAV 453, RentalShackGlobals.iff
[49]
[50] MM MiniGolf
[51] SU doghouse
[52] SU // used by petfoodbowl.iff
[53] SU seeds.iff // used by displaycounterunleashed.iff
[54] SU Pet_Inventory_Birds // pet_inventory_lovebirds.iff, pet_inventory_parakeet.iff
[55]
[56] SU pet_inventory_fish.iff
[57] SU displayrack_collars.iff // GUID = 70B0D5F2
[58] SU displayrack_collars.iff // GUID = EFC3CCB8
[59] SU Collar_Cat // collar_cat_spike.iff, etc.
[60] SU Collar_Dog // collar_dog_spike.iff, etc.
[61] SU pet_inventory_turtle.iff
[62] SU pet_inventory_iguana.iff
[63] SU Gift_Mask // gift_masks_redbeak.iff, gift_masks_zeus.iff, etc.
[64] SU Gift_Candles // gift_candles_large.iff, gift_candles_skull.iff, etc.
[65] SU Gift_Chewtoy // gift_chewtoy_duck.iff, gift_chewtoy_mouse.iff, etc.
[66] SU Gift_Pettreat // gift_pettreat.iff, dragontreat.iff (MM)
[67] NPC_Fashion (SS); NPC_PrinceCharming.iff (MM)
[68] SU gardenpest.iff
[69]
[70]
[71] SU foodcounterunleashed.iff
[72] MM CartFaerie.iff, CartMedicine.iff (MM)
[73]
[74]
[75]
[76]
[77]
[78]
[79] SS 'Spa Object' neighborhood map flag // massagetable.iff, SpaTubSingle.iff, SpaSteamer.iff, love & hot tubs
[80] SS gift_painting.iff
[81] SS
[82] SS MusicRecordingStudio.iff
[83] SS
[84] SS
[85] SS
[86] SS NPC_Superstar
[87] MM NPC_Vampiress.iff
[88] MM Gift_Painting // gift_paint1.iff, gift_paint2.iff, etc.
[89] MM Gift_Berry // gift_BerryBush.iff. gift_CookingBerries.iff, gift_CookingGrapes.iff, etc.
[90] MM Gift_Grocery // gift_Butter.iff, gift_Honey.iff, etc
[91] MM
[92] MM FunHouse, HauntedHouse
[93] MM
[94] MM MagicArena.iff, MagicTrickTable.iff
[95] MM
[96] MM CartDragon.iff
Note by Raeven: Global BCON 262, the "categories" BCON, will be displayed as "Constant 8198" in IffPencil
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eisbaer Member


Joined: 31 Aug 2006 Posts: 577 Location: Magictown
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Posted: Fri Jan 05, 2007 8:28 pm Post subject: |
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Just found this http://homepage2.nifty.com/TRIALandERROR/obj_siryo/guid01.htm
there are ALL maxis Objects ID listed and where to find the object in game like Expack4 or so!
(if this is the wrong place to post this, could please some of the mod move this post, thanks)
_________________ All possible grammatical as well as orthographical deficiencies are intended and serve individualizing
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Raeven Member

Joined: 24 Aug 2006 Posts: 3598
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Posted: Thu Jan 25, 2007 1:34 am Post subject: |
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Game Edition and Game Edition Flag values | peter9g wrote: | Maxis objects check for game version compatibility in one of two ways
A direct check of the Game Edition - more often in the earlier expansions
or
A check of a specific Game Edition Flag - more often in the later expansions.
The difference between these two methods has not been well documented until now.
I have made a Global value feedback object (Sculptures - Orb.zip available at the SSoW Yahoo group) which reports that the Game Edition value for Makin' Magic with all expansions, but not Deluxe, is 239
So how do you reconcile this number with the flag values?
The value of 239 appears to come from
| Code: | 1 + // Livin' Large // flag 1
2 + // House Party // flag 2
4 + // Hot Date // flag 3
8 + // Vacation // flag 4
32 + // Unleashed // flag 6
64 + // Superstar // flag 7
128 // Makin' Magic // flag 8 |
based on the order that the game editions are listed in Behavior.iff STR# 252
Think of it as a binary stream
239 = binary 1110 1111
where each bit is a flag.
The DoubleDeluxe objects, which require Vacation or higher, use code like
....
| Code: |
LampsCeilingDeluxe2.iff
BHAV resource ID# 4096
main
...
[ D] : 0 2: E 1: 0 14: 0 8: E 0: 7 6: Test >=
[..] Global Value:Game Edition
[..] Literal Value[8]
....
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which fits the above scheme.
Someone with Deluxe should have a Game Edition of 16 (if only flag 5 is set), and someone with Deluxe + all EPs should have a Game Edition of 255 (all flags set). |
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Raeven Member

Joined: 24 Aug 2006 Posts: 3598
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Posted: Wed Jun 25, 2008 9:05 pm Post subject: |
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I added HEX equivalent charts to the "Variables Code Chart (from Simfully's AllSims.doc)" and "Operator Code Chart " posts as working with those infinitely easier than the clunkiness of our more familiar decimal numbers.
I should note, though, that the numbers listed in the personalities/skills/etc post are still decimal. I find it easier to work with decimals when entering THAT (Because the numbers are smaller and follow a common pattern unlikely the Variables chart "4 digit/if left that if right this" madness)
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Raeven Member

Joined: 24 Aug 2006 Posts: 3598
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Posted: Wed Jul 02, 2008 12:58 am Post subject: |
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Simantic's Primitives as listed in behavior.iff's STR#139
| Code: | 0 Sleep (for ticks in Parameters ...)
1 Generic Sims Call
2 Expression
3 Find Best Interaction
4 Grab
5 Drop
6 Change Suit/Accessory
7 Refresh
8 Random Number
9 Burn
10 Tutorial
11 Get Distance To
12 Get Direction To
13 Push Interaction
14 Find Best Object for Function
15 Break Point
16 Find Location For
17 Idle for Input
18 Remove Object Instance
19 Make New Character
20 Run Functional Tree
21 Show String ( UNUSED )
22 Look Towards
23 Play Sound Event
24 old relationship ( DO NOT USED )
25 Alter Budget
26 Relationship
27 Go To Relative Position
28 Run Tree by Name
29 Set Motive Change
30 Gosub Found Action
31 Set to Next
32 Test Object Type
33 Find 5 Worst Motives
34 UI Effect
35 Special Effect
36 Dialog
37 Test Sim Interacting With
38 ~unused
39 ~unused
40 ~unused
41 Set Balloon/Headline
42 Create New Object Instance
43 Drop Onto
44 Animate Sim
45 Go To Routing Slot
46 Snap
47 Reach
48 Stop ALL Sounds
49 Notify the Stack Object out of Idle
50 Add/Change the Action String |
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Raeven Member

Joined: 24 Aug 2006 Posts: 3598
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Posted: Wed Jul 02, 2008 7:08 am Post subject: |
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my person data route entry flags
"my person data route entry flags Equals? 1" means approaching from in front of object
"my person data route entry flags Equals? 4" means approaching from object's right
"my person data route entry flags Equals? 16" means approaching from behind object
"my person data route entry flags Equals? 64" means approaching from object's left
Last edited by Raeven on Wed Jul 02, 2008 7:15 am; edited 1 time in total |
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