Autonomous reaction: Difference between revisions

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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 trash can, an unusual event, for example, a Sim [[death|dying]], a bad [[memory]], a missing object or simply something for a Sim to do if they haven't been told to do anything - providing that [[free will]] is on. This adds an extra dimension to the game, making the Sims unpredictable and somewhat free from complete player domination - however, a Sim will terminate most actions if the player either tells them to do so or tells them to do something else.
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 trash can, an unusual event, for example, a Sim [[death|dying]], a bad [[memory]], a missing object or simply something for a Sim to do if they haven't been told to do anything - providing that [[free will]] is on. This adds an extra dimension to the game, making the Sims unpredictable and somewhat free from complete player domination - however, a Sim will terminate most actions if the player either tells them to do so or tells them to do something else.


==Memory reactions==
==Emotional thoughts==
If a Sim suffers from 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 furious with someone, they will show hatred through a burning thought bubble of the loathed Sim with threating hand gestures.
If a Sim suffers from 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 furious with someone, they will show hatred through a burning thought bubble of the loathed Sim with threating hand gestures.


Some [[moodlets]] may have the Sim feel, act and behave a certain way.
==Moodlet-based reactions==
Some moodlets may have the Sim feel act and behave a certain way.


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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?
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 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 be more nice and respective, while enemies likewise tend to be mean and rude to other.


==Random autonomous interactions==
==Random autonomous interactions==