Autonomous reaction: Difference between revisions

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[[Image:Snapshot_2dd72caf_b2f8a3a8.jpg |thumb|right|A parent simSim reacting to the child's report card is an example of an autonomous reaction]]
 
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 simSim [[death|dying]], a bad [[memory]], a missing object or simply something for a simSim 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 simsSims unpredictable and somewhat free from complete player domination - however with most actions a simSim will terminate the action if either the player tells them to do so or the player tells them to do something else.
 
==Memory reactions==
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==How [[free will]] works==
Unlike [[free will]] in ''[[The Sims]]'' (in which a Sim would happily starve to death without the guidance of a patient player, because the TV was closer), the ''[[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 Sims near by, with the fridge giving out a larger signal than the TV or other less vital object. 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) basically what a Sim does is determined by 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 simSim'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.
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==Random autonomous reactions==
Some simsSims have special actions which they can perform at random. These include a [[Vampires|vampire]]'s 'bleh' and a sloppy Sim's need to fart.
[[category:Interactions]]
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