The Sims 2/Normal Interactions

Normal interactions are interactions that don't have the restrictions of family or romance. Generally, anyone can perform these interactions.

Admire
Availability Outgoing sims might do this autonomously. Acceptance rules are Outcomes
 * Daily and lifetime above 0
 * 1) Mood above 10 if daily is above 5 or
 * 2) Positive lifetime if daily is under 5
 * Accepted
 * Sim As daily rises by 5
 * Sim As lifetime rises by 1
 * Sim Bs daily rises by 4
 * Sim Bs lifetime rises by 2
 * Rejected
 * Sim As daily falls by 10
 * Sim As lifetime falls by 1
 * Sim Bs daily falls by 7
 * Sim Bs lifetime falls by 2

Apologize
Availability This interaction can not be rejected and gives 10 daily points to the sim that does it. Nice sims might do this autonomously. In Nightlife, there is another interaction with the same name. They should not be confused with each other. The Nightlife interaction can only be unlocked with the furious state. For more information see New Relationship Types.
 * Daily under 20

Cheer Up
Availability Nice sims might do this autonomously. Acceptance is based on these rules. Outcomes
 * Daily and lifetime above 20 and Sim B in negative mood.
 * Accepted
 * Sim As daily rises by 6
 * Sim As lifetime rises by 1
 * Sim Bs daily rises by 8
 * Sim Bs lifetime rises by 2
 * Rejected
 * Sim As daily falls by 10
 * Sim Bs daily falls by 5
 * Both sims lifetime falls by 1

Groom
Availability This interaction is always accepted. Neat sims might do this autonomously.
 * Daily above 50 and lifetime above 25, and Sim Bs hygiene at the bottom

Outcomes
 * Satisfies hygiene for Sim B
 * Both sims daily rise by 3

Dirty Joke
Availability Playful sims might do this autonomously. Acceptance rules follow a unique method. In normal interactions, various criteria must be met for the interaction to be accepted. In this interaction, not all of the criteria must be met. It is flexible in this way. Think of it as a point system in which 4 points are needed for the interaction to be accepted. The following table shows what factors contribute to this interaction. Unless stated, the values are for Sim B There is also a random additon of -1-2 points added. This is why this interaction can be accepted, even though not all of the criteria are met.
 * Daily above 55 and lifetime above 35

Outcomes
 * Accepted
 * Both sims daily rise by 6
 * Both sims lifetime rise by 1
 * Rejected
 * Sim As daily falls by 8
 * Sim As lifetime falls by 2
 * Sim Bs daily falls by 12
 * Sim Bs lifetime falls by 1

Joke
Availability This interaction goes by the same mechanics as dirty jokes. The only difference is that daily needs to above 15 instead of 65 to get the 3 points. Playful sims might autonomously perform this interaction.
 * Daily above -10 or lifetime above -5

Outcomes
 * Accepted
 * Both sims daily rise by 4
 * Rejected
 * Both sims daily fall by 4

Fight Interactions
In these interactions, with one exception, acceptance means that Sim B will run away and cry. Rejection means that they will retaliate instead and perfrom the interaction back at Sim A.

Attack
Availability Active sims might perform this interaction. This interaction can not be accepted or rejected. In this interaction, a fight begins with Sim B with a clear winner and loser. The winner is determined by body skill. The sim with the higher body skill has a greater chance of winning. During the fight, other sims crowd around the combatents and boo or cheer depending on relationships. Shy sims might run away during a fight. Both sims will get a memory of the fight. Unlike other memory causing interactions, these interactions will stack.
 * Daily or lifetime below 65

Outcomes
 * Winner
 * Receives Won Fight memory
 * Daily falls by 7
 * Lifetime falls by 10
 * Loser
 * Receives Lost Fight memory
 * Daily falls by 11
 * Lifetime falls by 10

Poke
Availability Grouchy sims might do this autonomously. Sim B will either cry or poke back when this interaction is performed. Sim B will cry if this criteria is met. Outcomes
 * Daliy under -15 or lifetime under -20
 * Sim B pokes back
 * Both sims daily fall by 8
 * Both sims lifetime fall by 2
 * Sim B cries
 * Sim As daily falls by 8
 * Sim Bs daily falls by 7
 * Both sims lifetime fall by 2

Shove
Availability Outgoing sims might do this autonomously. Sim B will either cry or shove back. Sim B will cry under these criteria. Outcomes
 * Daily under 25 or lifetime under 30
 * Sim B shoves back
 * Sim Bs daily falls by 9
 * Sim Bs lifetime falls by 3
 * Sim B cries
 * Sim As daily falls by 7
 * Sim As lifetime falls by 1
 * Sim Bs daily falls by 8
 * Sim Bs lifetime falls by 3

Slap
Availability Serious sims might do this autonomoulsy. This interaction will also be performed when a lover or partner is caught cheating. Sim B will either cry or slap back. Sim B cries under these conditions. Outcomes
 * Daily or lifetime under 40
 * Sim B slaps back
 * Sim Bs daily falls by 10
 * Sim Bs lifetime falls by 5
 * Sim B cries
 * Sim As daily falls by 5
 * Sim Bs daily falls by 7
 * Both sims lifetime fall by 3

Friendly Hug
Availability Serious sims might perform this interaction autonomously. Acceptance rules are. Outcomes
 * Daily or lifetime above 10
 * Accepted
 * Sim As daily rises by 5
 * Sim Bs daily rises by 6
 * Both sims lifetime rise by 1
 * Rejected
 * Both sims daily fall by 5
 * Both sims lifetime fall by 1

Irritate Interactions
Irritate interactions do not raise relationships and most of them only have one outcome

Annoy
Availability This interaction has only one outcome and can be done by grouchy sims autonomously.
 * Daily between -1 and -45 or lifetime between -30 and -1

Outcomes
 * Sim As daily falls by 4
 * Sim Bs daily falls by 10
 * Both sims lifetime fall by 1

Argue
Availability In this interaction Sim A picks an interest and talks about it depending on his level. Sim B then responds depending on his own level in that interest, the higher the difference is, the more likely the arguement will continue. If there is a low level of interest, the arguement will stop.
 * Always available

Outcomes
 * Arguement continues
 * Sim As daily falls by 7
 * Sim Bs daily falls by 9
 * Both sims lifetime fall by 2
 * Arguement stops
 * Sim As daily falls by 4
 * Sim Bs daily falls by 10
 * Both sims lifetime fall by 1

Gross Out
Availability Sloppy sims might perform this interaction autonomously. Unlike other Irritate socials, this interaction can raise daily relationship. It will do so under these conditions. Outcomes
 * Daily or lifetime below -5
 * Accepted
 * Both sims daily rise by 6
 * Rejected
 * Both sims daily fall by 5

Insult
Availability Mean sims might perfrom this interaction autonmously. Sim A can either cry or stand up to the insulter. Sim B will cry under these conditions. Outcomes
 * Daily between -60 and -5 and lifetime between -45 and -5
 * Sim B cries
 * Sim As daily falls by 8
 * Sim As lifetime falls by 1
 * Sim Bs daily falls by 14
 * Sim Bs lifetime falls by 2
 * Sim B stands up
 * Sim As daily falls by 10
 * Sim As lifetime falls by 1
 * Sim Bs daily falls by 14
 * Sim Bs lifetime falls by 2

Nag
Availability Outgoing sims might do this autonomously. This interaction has only one outcome.
 * Lifetime under 25
 * Sim As daily falls by 4
 * Sim Bs daily falls by 8
 * Sim Bs lifetime falls by 1

Noogie
Availability Playful sims might do this autonomously. This interaction is confined to teens doing it to children and other teens. It only has one outcome.
 * Daily between 50 and -25 and lifetime between -10 and 50
 * Sim As daily rises by 6
 * Sim As lifetime rises by 1
 * Sim Bs daily falls by 5

Nyah-Nyah
This interaction is merely the child version of Annoy. For its rules, see above.

Play Interactions
Play interactions also increase fun as well as social.

Cops and Robbers
Availability Playful sims might perform this child-only interaction autonomously. This one-on-one interaction will continue unless sims are knocked out by other needs or until fun reaches the top. Acceptance rules are Outcomes
 * Daily above 0 or lifetime above 10
 * Accepted
 * Both sims daily rise by 6
 * Rejected
 * Both sims daily fall by 5

Mary Mack
Availability Lazy sims might perform this interaction autonomously. Like Cops and Robbers it is child only and it is also one-on-one. It also has to be repeated for fun to reach the top. Acceptance rules are Outcomes
 * Daily or lifetime above 15
 * Accepted
 * Both sims daily rise by 8
 * Rejected
 * Sim As daily falls by 6
 * Sim Bs daily falls by 7

Punch U Punch Me
Availability This interaction is not confined to children. In this interaction, two sims attempt to punch each other. Body skill influences how good they are at the punches. In some cases, the punch is too strong, and both sims lose daily. Grouchy sims might perform this interaction autonomously. Acceptance rules are. Outcomes
 * Daily above 45 or lifetime above 35
 * Accepted
 * Both sims daily rise by 8
 * Rejected
 * Both sims daily fall by 5

Red Hands
Availability This interaction continues for a fixed amount of time. Part of this game depends on each competing sims body skill. This game must be repeated, to full fun completely. Active sims might perform this interaction autonomously. Acceptance rules are. Outcomes
 * Daily above 35 or lifetime above 25
 * Accepted
 * Both sims daily rise by 6
 * Rejected
 * Sim As daily falls by 7
 * Sim Bs daily falls by 5

Tag
Availability This child-only interaction, unlike other interactions, can be joined by other sims. This game continues until fun is completely full or until only one player is in the game. Sims playing tag lose energy faster. Active sims might perform this interaction autonomously. Acceptance rules are. Outcomes
 * Daily above -25 or lifetime above 5
 * Accepted
 * Both sims daily rise by 6
 * Rejected
 * Both sims daily fall by 5

Tickle
Availability Playful sims may perform this interaction autonomoulsy. Acceptance rules are. Outcomes
 * Daliy above 20 or lifetime above 15
 * Accepted
 * Both sims daily rie by 5
 * Rejected
 * Sim As daily falls by 5
 * Sim As lifetime falls by 1
 * Sim Bs daily falls by 8
 * Sim Bs lifetime falls by 2

Break Up
Availability This interaction is not listed under the propose category but it doesn't fall under any other category. This interaction can not be rejected. After performed, Sim B is forced of the lot and placed in the neighbourhood to be moved into a new house. It can also be used on engaged sims and sims going steady. In all cases the relationship is broken.
 * Daily and lifetime below 45 and sims married

Outcomes
 * Sim As daily and lifetime fall by 20
 * Sim Bs daily falls by 50
 * Sim Bs lifetime falls by 30

Move In
Availability If this interaction is accepted, then Sim B will become a household member. You then get the chance to bring in other member of the former household. If you bring them all in, you get all their money. If not, you get 10% of their money. Their household, however is unaffected in terms of money. For townies, their money is random. This interaction is not autonomous. Acceptance rules are Outcomes
 * Daily above 60, lifetime above 45, Sim B is non-household and less than 8 household sims.
 * Accepted
 * Sim B becomes controllable household member
 * Both sims daily rise by 6
 * Both sims lifetime rise by 3
 * Rejected
 * Sim As daily falls by 10
 * Sim As lifetime falls by 5
 * Sim Bs daily and lifetime fall by 4

Stay the Night/Sleepover
Availability This interaction is not autonomous. If accepted, then Sim B can use any of the beds on the lot. He or she will, however, leave if unable to satisfy their energy in some way. Acceptance rules are. Outcomes
 * Daily above 55, lifetime above 40 and Sim B is non-household
 * Accepted
 * Sim B can satisfy energy on the lot as visitor for duration of the night
 * Sim As daily rises by 6
 * Sim Bs daily rises by 13
 * Rejected
 * Both sims daily fall by 4

Brag
Availability In these interaction, Sim A chooses a positive memory to talk about. Sim B then learns about the memory and can choose to talk about it to a third sim. Outgoing sims may do this autonomously. This interaction is accepted under these interactions. Outcomes
 * Daily between 0 and 50 or lifetime between 10 and 50
 * Accepted
 * Sim As daily rises by 6
 * Sim Bs daily rises by 4
 * Rejected
 * Both sims daily fall by 4

Chat
This interaction is always available. In this interaction, Sim A chooses an interest to talk about and the reaction is based on Sim Bs level of interest. If they love the chosen topic, they'll respond enthusiasticly and both will gain 5 daily. If they feel neutral, they'll hardly respond but both will gain 2 daily. If they hate the topic, the conversation will end and both lose 1 daily. If the conversation continues, Sim B may either talk about the topic or choose one of his own.

Alternatively, sims may choose to talk about their memories. Interests in memories depend on Outgoing, mood and lifetime. When the memory gets talked about, Sim B learns about the memory and can choose to talk about it to a third sim. Although this interaction is autonomous, no personality is weighted towards this interaction.

Gossip
Availability Gossip requires that Sim A know about a negative memory concerning a third party sim that isn't involved in the conversation. Grouchy sims might do this autonomously. Acceptance rules are. Outcomes
 * Daily above 30 or lifetime above 35
 * Accepted
 * Both sims daily rise by 9
 * Rejected
 * Sim As daily falls by 7
 * Sim Bs daily falls by 6

Share Interests
Availability In this interaction, Sim A chooses a random interest and talks about it while Sim B listens. If Sim B accepts, his or her level in that interest is increased while a random interest level is decreased. This interaction is not autonomous. Acceptance rules are. Outcomes
 * Daily above 35 or lifetime above 20
 * Accepted
 * Sim Bs interest levels change
 * No change in relationship
 * Rejected
 * Both sims daily fall by 3

Tell Secret
Availability This interaction is the child version of gossip. It's acceptance rules are the same as well as their outcomes. To see them, just look above.
 * Daily or lifetime above 60

Miscelllaneous Interactions
These interactions are not subinteractions of various main interactions. Most of them have no acceptance, availability and outcome rules either.

Ask to Leave
This intereaction can make just one sim or all visitors on the house leave. When your sims really know each other, this interaction is replaced by the Say Goodbye interaction. How they do it depends on the relationship between them. Sims with romantic relationships will kiss each other goodbye, very good friends will hug, acquatainces will shake hands while enemies can either nod or greet each other with a cold look.

Call Over
Call over makes the selected sim discontinue the activity they're doing and go straight to your sim. Note that if your sim moves after the interaction, Sim B will not go to the new location.

Greet
Can be done on all sims not greeted or just one sim. If your sims don't know each other, then the interaction will display the sims full name. If they do know each other, only the first name will be displayed. How they greet depends on relationship.
 * Cold greeting. Negative relationship
 * Nod. Weak negative relationship
 * Handshake. Just met
 * Wave. Acquatainces
 * Hug. Friends
 * Kiss. Romantic relationship.

Shoo from Room
This interaction makes the other sim leave the room. It doesn't have any effect on relationship.

Object-Based Interactions
These interactions either require the object exist on the lot or for the sims to be using it first.

Ask to Join/Watch
Ask to Join or watch can be used on several objects. The objects it can be used on are.
 * Sofas and loveseats
 * Beds
 * Paintings
 * Hot Tubs
 * Remote Control Car
 * Game Console
 * TVs
 * Piano (Watch)
 * Dartboards
 * Chess Tables
 * Myshuno
 * Toy Xylophone (Watch)
 * Dollhouse
 * Toybox
 * Toasting set
 * Swingsets

Dance Together
Availability Outgoing sims might do this autonomously. This interaction requires that music be playing in the room first. This can't come from a piano. This will always be accepted if daily is above 20.
 * Daily or lifetime above -10

Outcomes
 * Accepted
 * Sim As daily rises by 6
 * Sim Bs daily rises by 8
 * Rejected
 * Sim As daily falls by 3
 * Sim Bs daily falls by 2

Splash
Availability Playful sims might do this autonomously. Acceptance rules are. Outcomes
 * Daily above 20 or lifetime above 15
 * Love Tub: Daily above -20 or lifetime above -25
 * Accepted
 * Sim As daily rises by 5
 * Sim Bs daily rises by 8
 * Rejected
 * Sim As daily falls by 4
 * Sim Bs daily falls by 8