RelationshipAi
17 tools in this family (folder Editor/Tools/RelationshipAi/ in the bridge package). Effect: writes changes the project or the scene, read-only does not, destructive deletes or overwrites and the client asks before running it.
| Tool | Effect | Description |
|---|---|---|
relationship_add_disposition_rule | writes | Add a data-driven disposition rule that modifies how personality traits |
relationship_configure_gossip | writes | Configure how deeds propagate through the social network via gossip. |
relationship_create_character | writes | Create a character profile with faction memberships, Big Five personality |
relationship_create_faction | writes | Create a new faction with name, description, optional parent faction, and color. |
relationship_export | read-only | Export the entire relationship system state to JSON. Includes all |
relationship_generate_code | writes | Generate C# source files from the current relationship state: |
relationship_get_affinity | read-only | Query the effective affinity between two factions or two characters. |
relationship_get_disposition | read-only | Get a character's overall disposition toward another. Combines faction |
relationship_get_emotional_state | read-only | Get a character's current PAD (Pleasure-Arousal-Dominance) emotional |
relationship_import | writes | Import a full relationship system state from JSON. Replaces the |
relationship_list_characters | read-only | List all characters in the relationship system with their faction |
relationship_list_factions | read-only | List all factions with their hierarchy (parent/children) and inter-faction |
relationship_query_memories | read-only | List a character's deed memories. Shows who did what, when, emotional |
relationship_report_deed | writes | Report a deed: an actor did an action (tag) to a target with a given impact. |
relationship_set_affinity | writes | Set the affinity value (-100 to +100) from one faction to another. |
relationship_set_personality | writes | Set the Big Five personality traits for a character. Each trait |
relationship_tick_decay | writes | Advance the simulation by N ticks. Each tick: (1) decays all characters' |