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The Sims 2 (Nintendo DS): Difference between revisions
→Social interaction
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== Social interaction ==
The player can increase their relationship with Sims by interacting with them, provided they are in town. Social interations with them depend on their moods.
*'''Neutral '''Sims don't need interacting with, but can be impressed for a boost in relationship. The interaction doesn't give a physical reward like money or gourds. They come up as "happy" if messaged on the phone.
*'''Angry''' Sims can send rude text messages at randomised moments. These Sims should be calmed down if they are guests in the hotel, as they can break furniture items in their room (which cannot be repaired).
Like the majority of other games in the Sims series it is possible to enter romantic relationships with other Sims. But Sims can only interact romantically with a Sim of the different gender, and not every Sim can be romanced. Sims that can't be romanced are [[Lord Mole]], [[Optimum Alfred]], [[Bigfoot (Nintendo DS)|Bigfoot]], [[Jebidiah S. Jerky|Jeb]], [[Pepper Pete]], [[Emperor Xizzle]], and [[Horus Menhoset IX|Horus]].▼
*'''Sad''' Sims can sometimes alter the colors of the furniture in their hotel room if they are guests. They can be cheered up.
*'''Loopy '''Sims need to be restrained, otherwise they leave ick piles on the floor that need to be cleaned.
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Depending on what the Sim is feeling, they will interact with the player in different ways (text messages will be in different tones, their greeting will be different, etc). Items can be given as gifts to improve relationships. Sims waiting in the hotel lobby can be checked in to any a vacant room in the hotel. They will give a day that they are staying to, unless they are evicted by the player or choose to randomly leave (which is announced via text). Depending on their mood when they are checked out, guests will pay either the full bill or half, and may even tip. A brochure holder is in the library that can be restocked, and each brochure is worth 15 simoleons.
== Sims ==
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