Moodlet: Difference between revisions

1,003 bytes added ,  4 years ago
no edit summary
imported>Disregarded
m (+ interwiki (pl))
imported>DrakonoSkerdikas
No edit summary
Line 5:
|caption = Interface panel from ''The Sims 3'' displaying several moodlets.
}}
'''Moodlets''' are reflections of [[mood]] altering events or situations that a Sim has done or experienced. These moodletsThey may beappear positive,from negative,interactions orthey neutral.experience, Somesurrounding moodletsencounters happenor formay aneven indefinitespontaneously amountappear offrom timetheir while others are timedtraits. SomeThese moodlets leadmay directlybe from onepositive, to the nextnegative, suchor asneutral. "Strained"A leadingmoodlet tothat "Stressedis Out",positive or "Sleepy"negative leadingrespectively toincrease "Tired"and thendecrease "Exhausted",the butSim allor otherpets moodletsmood arebar. notThe mutuallySim's exclusivemood andwill sobe adetermined Simby canthe haveoverall "Vilecalculated Surroundings"score andfrom "Beautifullyeach Decorated"moodlet atthat thehave samebeen time,accumulated or multiple instances ofduring "Ithost's alife. Boy!"Certain ormoodlets "It'smay abe Girl!".exclusive Into the Sim''Thes Sims 4''[[age]], a[[life moodletstate]] will influence a Sim'sor [[emotionstrait]].
 
Some moodlets happen for an indefinite amount of time while others are timed. Moodlets that do not specify a time, end when certain events occur, such as leaving the area that gives the moodlet.
 
Some timed moodlets transition directly from one to the next, which are common with those related of a [[motive]] or an event leading to an outcome (such as impeding birth or death) unless interfered. These have the purpose of alerting the player of incoming misfortunes or expectancy, getting them to take actions or be prepared from upcoming happenings.
Moodlets may also have secondary effects, such as improving skill gain, making it easier to burn to death, or making a Sim fatter when they eat, or to drown when swimming, but the benefits are not always listed on the moodlet itself.
 
Many other moodlets are not mutually exclusive and so a Sim can have "Vile Surroundings" and "Beautifully Decorated" at the same time, or multiple instances of "It's a Boy!" or "It's a Girl!". In ''The Sims 3'', If when a need is low enough or high enough, its respective moodlet of the corresponding effect type will appear nearby the motive's bar. In ''The Sims 4'', a moodlet will influence a Sim's [[emotions]]. Moodlets that do not specify a time, end when certain events occur, such as leaving the area that gives the moodlet.
Clicking on negative or neutral moodlets will add the appropriate action to the bar. For example, clicking the smelly moodlet will make the Sim take a bath or shower, clicking the sleepy moodlet will make the Sim go to sleep, etc.
 
A moodlet aside from determining the [[mood]] may also have secondary effects. These are (but not limited to) such as improving skill gain, alter fitness, inflict particular behavior, enforce an interaction and so on. However, these benefits or penalties are not always mentioned on the moodlet itself.
 
Clicking on negative or neutral moodlets will addqueue theup appropriatean actioninteraction tothat theremedies barit. For example, clicking the smelly moodlet will make the Sim take a bath or shower, clicking the sleepy moodlet will make the Sim go to sleep, etc.
 
Moodlets can be removed using the Moodlet Manager [[lifetime reward|lifetime happiness reward]]{{Vgversion|TS3}}. The manager is not perfect, and may affect the Sim with a red beam causing negative effects instead of removing them.