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Autonomous reaction: Difference between revisions
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{{Era|FA|TS1|TS2|TS3|TS4|LS|PS|CS|TSM}}[[File:Report card reaction.jpg|thumb|right|A parent Sim reacting to the child's report card is an example of an autonomous reaction]]
An '''autonomous reaction'''
==Emotional responses==
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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
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 Sims 2]]'' has a more sophisticated (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 objects such as the fridge giving out a larger signal than other less vital objects, such as the TV. 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). In general, what a Sim does is determined by both needs and closeness, instead of just closeness like the first game.
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==Personality-related interactions==
Some Sims have special actions which they can perform at random.
{{Feat art|2008}}
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