This is because an entity_action is an Object, which requires a type field, which then defines the further parameters it supports. That means we should start the content of our power file like this: ). Your Sims will experience visible emotions, repeating memories of.
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It’s a large mod that affects practically every area of the game’s life. Slice of Life by KawaiiStacie is easily the most extensive and complete realism upgrade for The Sims 4. Most often, if you want to do something to a target you're hitting, Target Action On Hit (Power Type) will be the power type you are looking for. Best Sims 4 Realistic Mods FREE Download. Due to the power being located at this path, it has the ID tutorial:holy_fire. Since this is a tutorial, I'm going to name it tutorial, and therefore the full path for me would be data/tutorial/powers/holy_fire.json. Don't forget that the part needs to be exchanged with the namespace of your datapack (basically an ID which specifies your datapack). It's always a good idea to select file names which match the names of the power you are creating. To start, let's create a file in data//powers/holy_fire.json. Say we want to create a power which burns undead entities when an origin with this power hits them. It is required for you to have read and understood Defining an Origin first!
Important: this example guides you through creating a custom power. A list of power types can be found here: Power Types Tutorial For all other fields which define more specific functionality of a power, you will have to look at the page corresponding to the power type you want to use. Generally, all powers support the fields found on this page: Power JSON. The full path of a power file should look like this: data//powers/.json. In order for the game to load powers, they have to go in the correct path of the data pack. Since Origins v0.4.0, powers are data-driven, allowing you to change and add powers via datapacks. Powers are used by Origins to define functionality.