3,311
edits
imported>K6ka (c/e) |
m (2 revisions imported) |
||
(16 intermediate revisions by 10 users not shown) | |||
Line 1:
{{Era|SO}}
[[File:Motives.JPG|thumb|250px|The mood bar and motive meters in The Sims 2.]]
The mood of a Sim affects the color of their [[plumbob]], which will be green if the Sim is in a good mood, and red if they are in a bad mood. Sims who are in a good mood will perform better in their [[career]]s and accept social interactions more positively, which Sims who are in a bad mood may refuse to build [[skill]]s, do poorly at work, or react negatively to other Sims.
Line 15:
==Bad mood effects==
When a Sim is in a bad mood, the following
*Sims will not build skills while in a bad mood. If the player tries to get them to build skills while in a bad mood, a dialog or message will appear.{{Vgversion|TS}}{{Vgversion|TS2}}
* Some interactions will be grayed out when the Sim is in a bad mood or when the Hunger, Energy, Fun, or Bladder motive is low.{{Vgversion|TS3}}
Line 22:
*The player cannot use any socials on an Urb.{{Vgversion|TU:SITC}}
*Shaking the Ice Cream machine in [[Kicktail Park]] will result in death.{{Vgversion|TU:SITC}} However, if Fireworks occur or Ice Cream comes out, the Urb will not die.
When a [[pet]] is in a bad mood, the following things can happen.
*Pets may refuse to learn [[commands]].
*Pets will not autonomously go to [[Career (pet)|work]] on their own, and must be directed by a Sim to do so. If they do go, they may perform poorly at work.{{Vgversion|TS2P}}
== Mood states ==
In ''The Sims 3'', the Sim's mood state is displayed by hovering over the mood bar.
===Good mood states===
Sims that are "Elated" or in the upper portion of "Very Happy" (moodlet net total of at least +50) will receive a steady stream of [[lifetime happiness]] points for the duration of that mood state.
* Happy (+10 – +25)
* Very Happy (+25 – +60)
* Elated (+60 and beyond)
===Bad mood states===
There are
When most needs are low or critical, the Sim can be uncomfortable.
* Uncomfortable
When a Sim experiences a death or other loss of another Sim, or has a low social need, they can feel sad.
* Sad
When a Sim works hard at school or work, or has a low fun need, then they can become stressed. [[Neurotic]] Sims will not receive the other bad mood states and will experience these states instead.
* Tense
* Stressed
Certain social interactions or traits can make Sims angry. [[Hot-headed (The Sims 3)|Hot-headed]] Sims will not receive the other bad mood states and experience these states instead.
* Angry
When the moodlet net total is close to zero or if the Sim has no moodlets, then the Sim will usually be at the "Fair" state.
==Urgencies==
Line 50 ⟶ 70:
==Depression==
Depression, though not explicitly mentioned by name, appears in ''[[The Sims]]'' and its expansions. It is the result of a Sim's motives not being fulfilled. It is inspired by the real [[wikipedia:Major depressive disorder|life mental
If a Sim's mood drops all the way to the bottom (-100 in The Sims 3), the Sim may simply refuse to do anything, even if directed to by the player.
===Dealing with Depression===
Line 58 ⟶ 78:
====The Sims====
*In ''[[The Sims: Makin' Magic]]'', the '''Get Happy''' and '''Get Happy Jr.''' [[
*Some [[custom content]] creators made hacked objects that could boost the mood of the selected Sim, or of all Sims on the lot, without requiring Sims to actually interact with them.
*It is possible to refresh a depressed Sim by enabling the [[Moveobjects|move_objects]] cheat, deleting the Sim, then clicking the Sim's icon in the control panel to cause the Sim to reappear. However, doing this is not recommended, due to the risks of overusing move_objects. This method only works for ''The Sims'', and not for later series.
Line 68 ⟶ 88:
{{Motives}}
[[ru:Настроение]]
[[pl:Nastrój]]
[[Category:Simology]]
[[Category:Motives]]
|