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User:LUCPIX/Sandbox

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How about a nice leek in this trying time?
This page or section details content from a leak.
TS1 EDITH ABOUT.PNG

On June 11, 2023, v1.01 of Edith, the program used to develop The Sims was released on archive.org by an anonymous user.

History

This program was created after the move from SimCity 2000-esque engine to a completely new one, hence the 1997 date.

Trivia

xx

Dialogs

Primitives

Behavior.IFF — 10 December 1999 14:10
ID Primitive Comment Editor Snapshot
STR#139 - Primitives
44 Animate Sim
  • Comment Goes Here
TS1 01 EDITHBHAV ANIMATE.png
TS1 EDITHSNAP 01.png
25 budget
  • Comment Goes Here
TS1 02 EDITHBHAV BUDGET.png
TS1 EDITHSNAP 02.PNG
9 burn
  • Comment Goes Here
TS1 03 EDITHBHAV BURN.png
TS1 EDITHSNAP 03.png
20 call functional tree
  • Comment Goes Here
TS1 04 EDITHBHAV CALLFUNCTIONALTREE.PNG
TS1 EDITHSNAP 04.PNG
28 call named tree
  • Comment Goes Here
TS1 05 EDITHBHAV CALLNAMEDTREE.PNG
6 Change Suit/Accessory
  • Comment Goes Here
TS1 06 EDITHBHAV CHANGESUIT.png
TS1 EDITHSNAP 06.PNG
42 Create New Object Instance
  • Comment Goes Here
TS1 07 EDITHBHAV CREATEOBJECT.PNG
TS1 EDITHSNAP 07.PNG
36 dialog
  • Comment Goes Here
TS1 08 EDITHBHAV DIALOG.PNG
TS1 EDITHSNAP 08.PNG
12 direction to
  • Comment Goes Here
TS1 09 EDITHBHAV DIRECTIONTO.PNG
TS1 EDITHSNAP 09.PNG
5 drop
  • Comment Goes Here
TS1 11 EDITHBHAV DROP.PNG
TS1 EDITHSNAP 11.PNG
43 drop onto
  • Comment Goes Here
TS1 12 EDITHBHAV DROPONTO.PNG
TS1 EDITHSNAP 12.PNG
2 expression
  • Comment Goes Here
TS1 13 EDITHBHAV EXPRESSION.PNG
TS1 EDITHSNAP 13.PNG
33 find 5 worst motives
  • Comment Goes Here
TS1 14 EDITHBHAV FIND5WORSTMOTIVES.PNG
3 find best action
  • Comment Goes Here
TS1 15 EDITHBHAV FINDBESTACTION.PNG
14 find functional object
  • Comment Goes Here
TS1 16 EDITHBHAV FINDFUNCTIONALOBJECT.PNG
16 find good location
  • Comment Goes Here
TS1 17 EDITHBHAV FINDGOODLOCATION.PNG
TS1 EDITHSNAP 17.PNG
27 goto relative
  • Comment Goes Here
TS1 20 EDITHBHAV GOTORELATIVE.PNG
TS1 EDITHSNAP 20.PNG
45 goto routing slot
  • Comment Goes Here
TS1 21 EDITHBHAV GOTOROUTINGSLOT.PNG
TS1 EDITHSNAP 21.png
0 idle
  • Comment Goes Here
TS1 23 EDITHBHAV IDLE.PNG
TS1 EDITHSNAP 23.PNG
17 idle for input
  • Comment Goes Here
TS1 24 EDITHBHAV IDLEFORINPUT.PNG
TS1 EDITHSNAP 24.PNG
kill object
  • Comment Goes Here
TS1 25 EDITHBHAV KILLOBJECT.PNG
TS1 EDITHSNAP 25.PNG
kill sounds
  • Comment Goes Here
TS1 26 EDITHBHAV KILLSOUNDS.PNG
TS1 EDITHSNAP 26.PNG
22 look towards
  • Comment Goes Here
TS1 27 EDITHBHAV LOOKTOWARDS.PNG
TS1 EDITHSNAP 27.PNG
50 make action string
  • Comment Goes Here
TS1 28 EDITHBHAV MAKEACTIONSTRING.PNG
TS1 EDITHSNAP 28.PNG
19 make new character
  • Comment Goes Here
TS1 29 EDITHBHAV MAKENEWCHARACTER.PNG
TS1 EDITHSNAP 29.png
49 notify stack object
  • Comment Goes Here
TS1 30 EDITHBHAV NOTIFYSTACKOBJECT.PNG
TS1 EDITHSNAP 30.PNG
24 old relationship
  • Comment Goes Here
TS1 31 EDITHBHAV OLDRELATIONSHIP.PNG
TS1 EDITHSNAP 31.PNG
23 Play Sound Event
  • Comment Goes Here
TS1 32 EDITHBHAV PLAYSOUND.PNG
TS1 EDITHSNAP 32.PNG
13 push action
  • Comment Goes Here
TS1 33 EDITHBHAV PUSHACTION.PNG
TS1 EDITHSNAP 33.PNG
47 reach
  • Comment Goes Here
TS1 35 EDITHBHAV REACH.PNG
TS1 EDITHSNAP 35.PNG
26 relationship
  • Comment Goes Here
TS1 36 EDITHBHAV RELATIONSHIP.PNG
TS1 EDITHSNAP 36.PNG
41 Set Balloon
  • Comment Goes Here
TS1 37 EDITHBHAV SETBALLOON.PNG
TS1 EDITHSNAP 37.PNG
29 set motive delta
  • Comment Goes Here
TS1 38 EDITHBHAV SETMOTIVEDELTA.PNG
TS1 EDITHSNAP 38.PNG
37 test interacting
  • Comment Goes Here
TS1 42 EDITHBHAV TESTINTERACTING.PNG
TS1 EDITHSNAP 42.PNG
34 ui effect
  • Comment Goes Here
TS1 46 EDITHBHAV UIEFFECT.PNG
TS1 EDITHSNAP 46.png
User Event
  • Comment Goes Here
TS1 48 EDITHBHAV USEREVENT.PNG
TS1 EDITHSNAP 48.PNG

Sims\Other Dialogs\Neighborhood

Hmmm...
To do:

Clear up a few things such as:

  • What (if anything) level complete (Neighborhood Data) does in-game
  • What (if anything) The additional Var.'s do in Neighborhood Data
  • What relationship raw score and relationship score (Neighbor Data) do
  • Why there are two person age entries in Neighbor Data
  • Generally try to leave as little "maybe"s and "possibly"s as possible!

Dialog that contains data relating to the neighborhood as well as the sims that inhabit it.

TS1 EDITH NHOOD DIALOG.PNG

Editor's Note! Formatting and writing is not the prettiest, should definitely be re-done to be in-line with the rest of the articles connected to The Sims when this gets out of sandbox. ~~Sindle

Neighborhood Data

Data pertaining to the whole neighborhood, mostly tutorial trackers. Left clicking on a label will allow you to input a new value.

Label Use Notes
level complete Likely leftover from when levels were present in the game
tutorial progress 0 = In Progress, 1 = Started/Completed
tutorial house number Determines which lot number to use as the tutorial house House 7 by default; set to 0 when tutorial is completed/aborted
hide arrow Determines whether to show the arrow pointing at the designated tutorial house Gets hidden when entering the tutorial house; 0 = Show, 1 = Hide
Var. 4 Use unknown
Var. 5 Use unknown
Var. 6 Use unknown
Var. 7 Use unknown
Var. 8 Use unknown
Var. 9 Use unknown
Var. 10 Use unknown
Var. 11 Use unknown
Var. 12 Use unknown
Var. 13 Use unknown
Var. 14 Use unknown
Var. 15 Use unknown

Families

Lists each of the families in the neighborhood using the following format:

Name # House Number
Family Name ID Number (Issued in sequential order starting from 1) Current lot being occupied (if applicable)

Families that are not moved in have their House Number set as 0.

New Family

Creates a new family without having to enter the Create A Family menu in-game.

Delete Family

Deletes a selected family from the listing. Does not delete any sims that are a member of that family.

Members

Displays the User file and name of the family members, only shows any information when a family in the Families box is highlighted.

Uses the following format:

userXXXXX - NAME

Add Member

Adds a member to a selected family. Only works when a sim is highlighted in the Neighbors field.

Delete Member

Removes a member from the selected family.

Neighbors

Lists all of the sims present in the neighborhood, both living and deceased, in addition to NPCs. Sims are sorted alphabetically by first name.

Uses the following format:

userXXXXX - NAME XX

A two digit number is appended to a sim's name, it is unknown what purpose that number serves.

New Character

Doesn't work. Shows the following message when pressed:

TS1 Edith Neighborhood Dialog-Hey You.png

Delete Character

Deletes a selected sim from the Neighbors listing. Does not appear to delete their User file from the Characters directory however.

Relationships

Allows the user to modify the relationships for a selected sim.

Update

Refreshes the relationships dialog to reflect any changes made in gameplay.

New Relationships

Adds a new relationship for the selected sim. Only works when a sim is highlighted in the Neighbors field.

Remove Var

Removes the last variable from the list. Cannot remove a specific variable, only the last listed.

New Var

Adds a new variable. Only two have an actual name.

Variable Use
likes Determines the amount of relationship points one sim has towards another; stored as a value between -100 and 100
romance flag Determines whether the sim has a romantic relationship with another sim; 0 = No Romance, 1 = Yes Romance

More variables can be added by clicking the New Var button. Seemingly an endless amount can be added in. All additional variables beyond likes and romance flag will just be given the name Var X.

Neighbor Data

Data specific to a particular sim's user file. Left clicking on a label will allow you to input a new value.

Label Use Notes
person instance id Lists the sim's Instance ID Also visible in Object Tracker dialog
belongs in house Tracks whether sim belongs in active house 0 = No, 1 = Yes
person age Lists the sim's age 27 = Adult, 9 = Child, this one cannot be altered?
relationship raw score [Pending more research!]
relationship score [Pending more research!]
friend count Tracks amount of friends the current sim has
house number Tracks which lot the sim currently lives on
has telephone Tracks whether or not a phone is present on a sim's home lot 0 = No, 1 = Yes
has baby Tracks whether or not a baby is present on a sim's home lot 0 = No, 1 = Yes
family friend count Tracks amount of Family Friends a sim's family currently has
p: nice Amount of Nice points that a sim has Stored on scale of 0-1000
p: active Amount of Active points that a sim has Stored on scale of 0-1000
p: generous Amount of Generous points that a sim has No Generous personality trait present in the final game, unused
p: playful Amount of Playful points that a sim has Stored on scale of 0-1000
p: outgoing Amount of Outgoing points that a sim has Stored on scale of 0-1000
p: neat Amount of Neat points that a sim has Stored on scale of 0-1000
s: cleaning Amount of Cleaning skill points that a sim has No cleaning skill present in the final game, unused, although certain NPCs such as the maid, repairman, and burglar have point put into it
s: cooking Amount of Cooking skill points that a sim has
s: charisma Amount of Charisma skill points that a sim has
s: mechanical Amount of Mechanical skill points that a sim has
s: gardening (old) Amount of Gardening skill points that a sim has No Gardening skill present in the final game, unused, although certain NPCs such as the maid, repairman, and burglar have points present
s: music (old) Amount of Music skill points that a sim has No Music skill present in the final game, unused, although certain NPCs such as the maid, repairman, and burglar have points present
s: creativity Amount of Creativity skill points that a sim has
s: literacy (old) Amount of Literacy skill points that a sim has No Literacy skill present in the final game, unused, although certain NPCs such as the maid, repairman, and burglar have points present
s: body Amount of Body skill points that a sim has
s: logic Amount of Logic skill points that a sim has
i: Travel / Toys Amount of interest a sim has in Travel or Toys Stored as value 0-10; Travel = Adult, Toys = Child
i: Violence / Aliens Amount of interest a sim has in Violence or Aliens Stored as value 0-10; Violence = Adult, Aliens = Child
i: Politics / Pets Amount of interest a sim has in Politics or Pets Stored as value 0-10; Politics = Adult, Pets = Child
i: 60's / School Amount of interest a sim has in 60's or School Stored as value 0-10; 60's = Adult, School = Child
i: Weather Amount of interest a sim has in Weather Stored as value 0-10
i: Sports Amount of interest a sim has in Sports Stored as value 0-10
i: Music Amount of interest a sim has in Music Stored as value 0-10
i: Outdoors Amount of interest a sim has in Outdoors Stored as value 0-10
Old Conv. Topic Likely related to the Unused Conversation topics found leftover in the final game
Old Conv. Topic Likely related to the Unused Conversation topics found leftover in the final game
Person Age Lists the sim's age, again Can be altered
skin color Tracks a sim's skin color 1 = Light, 2 = Dark, 3 = Medium, purpose [currently] unknown
family number Tracks the Family ID that a sim belongs to
Job Type Tracks which career a sim is employed in
Job Promotion Level Tracks the promotion level a sim is at in their career Stored as value from 0-9, Level 1 = 0, Level 10 = 9
job performance Tracks a sim's job performance level
gender Tracks a sim's gender 0 = Male, 1 = Female
lingering house number Used for ghosts, tracks which lot they died on
is ghost Tracks whether a sim is alive or a ghost 0 = Alive, 1 = Ghost
last day at work Tracks the last calendar day a sim went to work

Other Buttons

Update

Refreshes the neighborhood to reflect any changes made in gameplay.

Save

Saves any changes made in the editor to Neighborhood.iff.

Print Rel. Graph

Creates Relatinships.txt in the same folder as the .exe. The file contains a (hard to read) plain text spreadsheet containing the relationship values of each sim in the neighborhood to one another.

TS1 Edith Neighborhood RelGraph.png