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
 * Recieves Lost Fight memory
 * Daily falls by 11
 * Lifetime falls by 10

Poke
Availability Grouchy sims might do this autonomously. Sim B will wither 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 wither 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.