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Sim Interactions - ajdown@jp

Sim Interactions

Sim interactions come in two types - self-interactions, and those that you use with another person.

You start the game with a basic selection of over 70 interactions, and you can earn extra interactions through gaining skill points and friends.

When you click on a sim - either yours or someone else's - you will get a variety of options in the form of a pie menu. Some menu items may have sub-menus available. Standard interactions are in blue, and those that have been earned appear in pink.

Until you have earned them, pink interactions will not appear, and if you lose the requirements for gaining that interaction (such as if your skill level drops, or you lose the requisite number of friends, etc.), you will also lose that interaction. As you gain new interactions, a pop-up message will appear informing you of your new interaction.

Interactions are used for a variety of purposes within Sims Online - perhaps to express yourself, to build a friendship, just for fun, or simply to show someone that you care.

Self and Other interactions

As you may expect, 'self' interactions are activated by clicking on yourself and choosing from the pie menu, and 'other' interactions are activated by clicking on another player.

For most interactions, when interacting with another player, a "Yes/No" icon consisting of happy (accept) and sad (reject) faces appears on the top left of the other player's screen. The other player must choose to accept or reject your offered interaction. By rolling the mouse pointer over the thumbnail of the face of the person offering, you will be able to see which interaction they are offering, and respond appropriately. In the same way, if another sim interacts with yours, the "Yes/No" icon will appear on your screen.

If neither option is chosen after approximately 10 seconds, the interaction will time out and a small negative social will be applied.

Many 'other' interactions have an animation for both accept and reject. "Give Gift" for example (pictured right), when accepted produces a small gift box which you give to the other player, worth §20. If rejected, the recipient grabs the box, throws it to the floor, and squashes it.

I won't give away all the secrets with interactions... experiment and see what happens - some of the results can be quite humorous!

Throughout the following charts, interactions shown below in blue are 'self interactions', and those shown in black are interactions with others.

Basic interactions

A newborn sim with no skills and no friends still has a wide variety of interactions available, as listed below:

Menu
Self Interactions
Idle
AFK, Groovy, In love, Arrogant, Bored, Afraid, Angry
Silly
Pat belly and burp, Look at me, Burp, Fart, Drunk, Throw up
Happy
Giggle, Laugh, Giddy, Arm pump, Woohoo
Cool
Flip coin, Sexy growl, Prissy primp, Macho primp, Flex arms
Dance
Disco, Twist and sink, Belly, Russian, Hip Hop, Chicken, Funk, Batoosie
Moves
Grand entrance, Model turns, Monologue, Gymnastics, Lock spin
Mad
Kick floor, Shake fist, Eeewww, Pout, Pull hair
Sad
Bored sign, Yawn, Sad sigh, Cry, Bawl

 

Menu
Interactions with others
Greet
Wave*, Bow*, Salute*
Nice
Talk to*, Compliment, Hug, Whisper*
Romance
Cat call*, Blow a kiss*, Sweet kiss, Hot kiss
Dance
Disco, Swing, Energetic, Slow dance
Transactions
Trade, Give money, Kick out visitor*, Invite to be roommate
Play
Joke, Flip coin, Tickle, Juggle
Mean
Insult*, Shake fist*, Shove, Slap
React
Applaud*, Boo*, Giggle*, Laugh*

* - These interactions do not require acceptance or rejection by the other player. They occur immediately when selected.

Single-skill related interactions

The following interactions are gained when your sim obtains the relevant number of skill points in each of the following skills. As you gain more skill points in that particular skill, new interactions are added - you do not lose those below in that skill. For more information on locking skill points, see here. Where no interaction is shown, there is currently nothing allocated to that skill point.

Mechanical
Cooking
Charisma
Logic
Body
Creativity
1
-
-
-
-
-
-
2
Wipe brow
Psych
Vogue
File nails
Dance Jazz
Show 'tude
3
-
-
-
-
-
-
4
Eye poke
Cabbage patch
Sexy wiggle
Nyah Nyah*
Flex body
Rap
5
-
-
-
-
-
-
6
Puppet show
Sissy fight
Kiss hand
Latin steps
Breakdance
Give gift
7
-
-
Pop star
-
Backflip
-
8
Headspin
Why me?
Tango
Primal scream
Bench press
Serenade*
9
Swallow sword
-
Smoke from ears
Evil laugh
Piledrive
Jitterbug

 

Combined-skill interactions

There are also a number of interactions that are unlocked when you gain the required amount in two skills.

Skills
Name
Description

8 Cooking

8 Charisma

"Revive"
This enables you to do a little dance that will bring a dead Sim back to life. Please note that this option will not appear unless you actually click on a dead sim.

12 mech

12 creativity

"Change Batteries"
Your sim opens the top of his head to reveal he is, in fact, a robot, and changes his batteries.

14 Charisma

14 Logic

"Teach"
Enables you to teach others skills. For more information on teaching and learning, please see this page.

16 Charisma

16 Cooking

"Give Cookies"
Your sim will share with another sim some of your homemade cookies to eat, boosting their hunger motive. Mmmmm, tasty!

18 Charisma

18 Body

"Lure"
This enables you to entice idle sims away from where they are over to where you are. This can be great fun with slow landers, AFK guests, and useful to move people from standing in the way of showers, for example.

20 Cooking

20 Creativity

"Make Smoothie"
Your sim makes a fresh, hand made, energy- giving fruit drink for another sim.


Various other 'two skill' combinations are used for crafting items. Further information on crafting may be found here.

Friendship-earned interactions

There are also a variety of interactions that may be gained through obtaining friends.

Friends required
Interaction
1 incoming

Hi-5, Berate*, Touchdown Dance

2 incoming
Kiss Hello, No Way, Heebie Jeebies
3 incoming
Cheer Up, Stomp Foot, Tantrum
4 incoming
Give backrub, Grovel, Groove
5 incoming
Flying Hug, Kiss My $&@, Startled Scream
6 incoming
Worship*, Extreme tickle, Sing scat
7 incoming
Dip Kiss, Crack Back, Click Heels
8 incoming
Sultry Dance, Cheeky Kiss, Can Can
9 incoming
Hustle Dance, Freak Dance, Melt Down

There are several interactions that are available between friends/enemies, once a particular relationship level has been attained:

Interaction
Requirement
“Secret Handshake”
This is available between friends (60 positive points), in a two-way relationship.
“Propose”
This is only available between friends, in a two way friendship of 85 or more. However, at the time of writing, there is no 'official' recognition of marriage within The Sims Online.
“Rip Out Heart”
This is only available with an enemy (60 negative points).
“Attack”
This is only available with an enemy (60 negative points).

Further information on friendships and the friendship web can be found here.

Pet interactions

There are also a number of interactions available with cats and dogs.

Pet
Interaction
Dogs

Sit-n-Stay, Call Over, Praise, Scold, Pet, Attack

Cats

Hunt mice, Call Over, Praise, Scold, Pet Cat, Shoo

In addition, you may choose to "wrestle" with your dog once your relationship has reached +60.

If you are standing idle, a dog may ask you if it can sniff your leg or wrestle with you, and a cat may ask if it can rub against your leg. These appear in the top left corner of the screen as accept/reject as if it were from another player. Both give you positive social when accepted..

Pets, too, need social - this may be from you or other sims, or through other pets. If they get too lonely through lack of social, they may run away. Remember that you cannot actually see your relationship with a pet - but flashing icons over their head will indicate to you when they are in need of something. Further information on the care and training of pets may be found here.

Ghost interactions

If your sim has died, perhaps through an unfortunate robot factory accident, electrocution, or simply neglect, there are several special interactions available to you only while your sim is dead.

With
Interaction
Self

Headless Haunt, Examine Cause of Death

Other

Spook, Possess

If you need to be bought back to life, simply find a Shaman - this is a sim who has the "Revive" interaction, gained from 8 cooking and 8 charisma skill points. The Shaman will do a short dance, and welcome you back to the land of the living. As you might expect of having just returned from the dead, your sim's needs will be in a bit of a mess, and you will need to green up fairly quickly.

Further information on sim death can be found here.

Sim Needs

As well as affecting your relationship, many 'other' interactions also have an effect on your sim's needs. The motive change is seen by the receiver of the action, not the giver. Social motive increase/decrease depends on the interaction.

You will see either one or two plus or minus symbols over the heads of the sims representing change to friendship score while the interaction is happening, with of course two being a greater gain/loss than one. The interaction shown to the right is "Bench Press", where I receive a +3 fun boost simply by my friend interacting with me, as well as a boost to our 'social' relationship. Below is a chart showing the various interactions and their motive change.

Interaction
Motive change
Attack

Energy -4, Fun -4

Backrub
Comfort +3
Bench Press
Fun +3
Cheeky Kiss
Energy +1
Cheer Up
Comfort +2
Crack Back
Comfort +3
Dip Kiss
Energy +3
Extreme tickle
Fun +2
Eye Poke
Comfort -3
Flying Hug
Fun +3
Freak Dance
Energy +4
Give Gift
Fun +3, also costs giver §20
Hand Puppet
Fun +2
High Five
Fun +1
Hustle Dance
Fun +4
Jitterbug
Fun +3
Kiss Hand
Energy +2
Kiss Hello
Energy +1
Pile Drive
Energy -2
Psych
Fun +1
Rip Out Heart
Energy -4, Fun -4, Comfort -4
Secret Handshake
Fun +2
Sissy Fight
Fun +2
Slap
Comfort -3
Stomp Foot
Comfort -3
Sultry Dance
Energy +4
Tango
Fun +3
Worship
Energy +2

 

Fun with interactions

One of my favorite fun pastimes with interactions is synchronized dancing. For this, you will need pairs of sims to participate.

Firstly, designate who is to be the leader. The leader should inform all participants of the starting interaction (this is often an 'other' dance), and count down so that all teams start at virtually the same time.

Next, the leader should shout out a series of 'self' interactions, which each participant should select for their own sim in the order given.

As your timing in pairs has been coordinated exactly once you finish your 'other' dance, your sims will then continue through the rest of the queued moves in almost perfect synchronization. This can go on virtually forever, as long as people keep queuing up things in the same order. You could perhaps run line dancing classes, or form a cheerleading squad for your favorite Simball team - or just do it 'because you can'.

The most I have personally seen this work with was a group of 8 sims - why not see if you can beat this, and post your pictures in the Stratics Pictures and Screenshots forum for all to see?

Text and pictures by ajdown@jp


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