Autonomous reaction: Difference between revisions

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{{Era|FA|TS1|TS2|TS3|TS4|LS|PS|CS|TSM}}[[ImageFile:Snapshot_2dd72caf_b2f8a3a8Report card reaction.jpg |thumb|right|A parent simSim reacting to the child's report card is an example of an autonomous reaction]]
An '''autonomous reaction''' or '''interaction '''is one which a [[Sim]] does that isn't player defined. These can be reactions to the environment, for example, a smelly rubbishtrash bincan, an unusual event, for example, a simSim [[death|dying]], a bad [[memory]], a missing object or simply something for a simSim to do if youthey haven't been told them to do anything - providing that [[free will]] is on. This adds an extra dimension to the game, making the simsSims unpredictable and somewhat free from complete player domination - however with most actionsdomination—however, a simSim will terminate themost actionactions if either the player either tells them to do so or the player tells them to do something else.
 
==Emotional responses==
An '''autonomous reaction''' is one which a [[Sim]] does that isn't player defined. These can be reactions to the environment, for example, a smelly rubbish bin, an unusual event, for example, a sim [[death|dying]], a bad [[memory]], a missing object or simply something for a sim to do if you haven't told them to do anything - providing free will is on. This adds an extra dimension to the game, making the sims unpredictable and somewhat free from complete player domination - however with most actions a sim will terminate the action if either the player tells them to do so or the player tells them to do something else.
If a Sim receives a bad [[memory]], that Sim will often spend a few days randomly stopping actions in their queue to cry or sigh about the memory. There is nothing the player can do about this. If a Sim is [[fury|furious]] with someone, they may think negatively about that Sim in anger, depicted with a fiery thought bubble containing the face of the Sim they are furious with. After an object is bought and the game is switched, household members may check it out. Their response may vary by applauding, crying or cheering over the object.
 
Some [[moodlets]] may cause the Sim to feel, act and behave a certain way.
==Memory reactions==
 
If a sim suffers from a bad memory often that Sim will spend a few days randomly stopping actions they decided or were told to do and crying or sighing while thinking about the memory. There is nothing in-game the player can do about this.
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==Event reactions==
[[Image:Thumbnail_cdae9d39_d2e0aa01Thumbnail cdae9d39 d2e0aa01.jpg |thumb|right|A dog mourns his owner - another autonomous action]]
These include reactions to [[fire]] and [[Life stages|birthdaysbirthday]]s, [[Marriage|weddings]], [[Pregnancy|births]], [[death|deaths]]s etc. When such an event takes place all the Sims on the lot are called to the place where the event is taking place. With the exception of fire (butdue only becauseto the actionfact popsthat upthe againaction immediatelyis afterimmediately re-queued most annoyingafter) all, these actions can be canceled.
 
Even if a Sim does not witness an event such as dying, they will still react to it when they return from where they are or you visit there lot etcwere.
These include reactions to [[fire]] and [[Life stages|birthdays]], [[Marriage|weddings]], [[Pregnancy|births]], [[death|deaths]] etc. When such an event takes place all the Sims on the lot are called to the place where the event is taking place. With the exception of fire (but only because the action pops up again immediately after - most annoying) all these actions can be canceled.
Even if a Sim does not witness an event such as dying, they will still react to it when they return from where they are or you visit there lot etc.
 
==Environment reactions==
These include the 'attraction' and 'smells yummy' actions that appear when a Sim walks into a room where there is a Sim with similar chemistry or a plate of well-cooked warm food or a similar scenario. Sometimes they are nothing more than a thought bubble and a facial expression. If a Sim stinks, other Sims {{confirm|(with the exception of slobs)}} will react in disgust.
 
In ''[[The Sims 3]]'' and ''[[The Sims 4]]'', a grubby environment will result in a negative [[moodlet]]. As the environment's condition worsens, the moodlets are more and more negative.
 
==Response to objects==
Unlike the [[thefree Simswill]] in ''[[freeThe willSims]]'' (in which a simSim would happily starve to death because the TV was closer without the guidance of a patient player), because the TV was closer), ''[[The Sims 2]]'' has a more sophisticated system (though not perfect) way of giving simsSims some common sense. It works as a scoring system. Each object on the lot gives out a signal to simsSims near by, with objects such as the fridge giving out a larger signal than the TV or other less vital objectobjects, such as the TV. If a simSim has a low enough hunger score (i.e. is hungry) the fridge's signal is more likely to acquire a response from the simSim (according to the primary guide). basicallyIn general, what a simSim does is determined by both needs and closeness, instead of just closeness like the first sims game.
 
The 'signal strength' is based on how much the object can satisfy a particular need, the Sim's personality, their current need levels, and the objects' distance strength. Objects broadcast a signal saying how well they can satisfy a particular need. Two chairs for example, one cheap and one expensive, will broadcast different strengths for how well they can satisfy the comfort need. The expensive one will win in this case, unless it's already taken by another Sim. Some objects can 'cheat' and broadcast need fulfillment that they don't give, such as a ringing phone.
 
While a Sim's personality doesn't affect their choices as much as the object's signal strength themselves, it can help decide what a Sim would choose. For example, a serious Sim is more likely to choose a book or the chess table over the TV; an active Sim is more likely to choose a physical activity, etc.
 
The third modifier to signal strength is the Sim's current [[need]] levels. If a Sim has a low hunger score, going to the fridge is a higher priority than the pool table. The same goes for things like comfort, energy, bladder, etc. Often, this can be one of the larger modifiers to the signal strength.
 
When several need fulfillments are queued, free will often chooses certain ones over others. An estimate order in what Sims will fulfill, in descending requirement, is Hunger > Energy > Hygiene > Bladder > Comfort > Social > Fun. Environment is random.
 
The last modifier is the signal's distance. Some objects broadcast over the entire lot (beds), while others only over a short distance (newspaper). Each object is different, and it can help the Sim decide which object to choose. Why would a Sim want to go to the fancy toilet on the other side of the lot when they can just use the (mostly) clean one in the next room?
 
==Social environment==
{{main|Social interaction}}
Sims that are of a certain [[social class]] will greet others with the respective gesture. Certain social interactions or actions they perform to other Sims is usually specific to the type of relationship they have. Sims that are friends are likely to have positive interactions, while enemies tend to have negative interactions.
 
==Personality-related interactions==
==How [[free will]] works==
Some reactions are based upon the Sim's [[personality]]. For example, a sloppy Sim may get up from the table after eating to fart, while an outgoing Sim will greet others in the room as they're walking.
Unlike the [[the Sims]] [[free will]] (in which a sim would happily starve to death because the TV was closer without the guidance of a patient player), the [[Sims 2]] has a more sophisticated system (though not perfect) way of giving sims some common sense. It works as a scoring system. Each object on the lot gives out a signal to sims near by, with the fridge giving out a larger signal than the TV or other less vital object. If a sim has a low enough hunger score (i.e. is hungry) the fridge's signal is more likely to acquire a response from the sim (according to the primary guide) basically what a sim does is determined by needs and closeness instead of just closeness like the first sims game.
==Random autonomous reactions==
Some sims have special actions which they can preform at random. These include a [[Vampires]]'s 'bleh' and a sloppy sims need to 'pass wind'.
 
{{Feat art|2008}}
[[categoryCategory:Interactions]]
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