The Sims 2/Normal Interactions: Difference between revisions

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**Sim Bs lifetime falls by 2
**Sim Bs lifetime falls by 2
==Propose Interactions==
==Propose Interactions==
===Break Up===
Availability
*Daily and lifetime below 45 and sims married
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.
Outcomes
*Sim As daily and lifetime fall by 20
*Sim Bs daily falls by 50
*Sim Bs lifetime falls by 30
===Move In===
===Move In===
Availability  
Availability  
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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.
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
*Daily above 30 or lifetime above 35
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.
{|{{prettytable}}
!Daily!!Nice!!Lifetime!!Mood
|-
|>15||N/A||N/A||N/A
|-
|<15||>7||>10||N/A
|-
|<15||>7||<10||>-10
|}
Outcomes
*Accepted
**Both sims daily rise by 9
*Rejected
**Sim As daily falls by 7
**Sim Bs daily falls by 6
===Share Interests===
Availability
*Daily above 35 or lifetime above 20
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.
{|{{prettytable}}
!Lifetime!!Daily!!Nice
|-
|>25||>45||N/A
|-
|>25||<45||>3
|-
|<25||>45||>5
|-
|<25||<45||>9
|}
Outcomes
*Accepted
**Sim Bs interest levels change
**No change in relationship
*Rejected
**Both sims daily fall by 3
===Tell Secret===
Availability
*Daily or lifetime above 60
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.
==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
*Daily or lifetime above -10
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.
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
*Daily above 20 or lifetime above 15
*Love Tub: Daily above -20 or lifetime above -25
Playful sims might do this autonomously. Acceptance rules are.
{|{{prettytable}}
!Daily!!Lifetime!!Playful!!Mood
|-
|>25||N/A||N/A||N/A
|-
|<25||>20||N/A||N/A
|-
|<25||<20||>9||N/A
|-
|<25||<20||<9||>70
|}
Outcomes
*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
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