Personality (pet)

A pet's personality in The Sims: Unleashed and The Sims 2: Pets is based on a scale of five qualities. The system is similar to that of Sims but the qualities differ.

The Sims: Unleashed
In The Sims: Unleashed, pet personalities use the same zero-to-ten (actually 0 to 10.00) scale that human Sims do. A pet's personality is split into five sections: Quietness, friendliness, playfulness, smartness, and loyalty. Each scale can be split into three roughly equal parts. When clicked on, each trait will show one of three labels, depending on which part of the scale the pet's score in that trait falls into

When adopting a pet, the pet's personality is set at random. The player has no control over this, though there are third-party programs and hacked objects which allow players to adjust a pet's personality.


 * Quietness is divided into Loud, Vocal, and Hushed, and affects how likely the pet is to bark or meow. When going from pet to human, it becomes neatness.


 * Friendliness is divided into Grouchy, Good-natured, and Highly Social, and affects the pet's need for social interactions, and how likely the pet is to accept them. When going from pet to human, it becomes outgoingness.


 * Playfulness is divided into Lazy, Laid-back, and Energetic, and generally affects how active the pet is. When going from pet to human, it becomes activeness.


 * Smartness is divided into Slow, Sensible, and Clever, and affects how well a pet can learn skills. When going from pet to human, it becomes playfulness.


 * Loyalty is divided into Independent, Compliant, and Devoted, and has some effect on how likely the pet is to want to be with its owner(s), though how strong the pet's relationships with them are may have more of an effect. When going from pet to human, it becomes niceness.

The Sims 2: Pets
In The Sims 2: Pets, a pet's personality is split into 5 categories:
 * Intelligence (Doofus to Genius)
 * Genius pets get a bonus when learning behaviors and commands, while Doofus pets learn more slowly.


 * Activeness (Lazy to Hyper)
 * Friendliness (Independent to Friendly)
 * Aggression (Cowardly to Aggressive)
 * Cleanliness (Pigpen to Finicky)
 * Finicky pets are more likely to care about how clean their food bowls are, and may refuse to eat from the cheaper bowls.

Each category has three values, the ones at each end, and an in-the-middle average value. For example, a pet could be Hyper, or Lazy, or somewhere in between, but pets don't get the zero-to-ten scale that human Sims do.