The sims 2 sickness




















I'll give the short version here. Each disease starts with a level of severity. Severity changes over time based on how much the sim rests. If the severity reaches the lethal level, which is based on the disease type, the sim dies. If severity reaches 0, the sim is cured. There are two exceptions. Colds don't kill sims but transform to pneumonia if they reach the "lethal" level. Morning sickness doesn't change in severity and can be neither lethal nor cured early.

Then every six cycles it applies the cumulative changes to the disease severity. This mod shortens the processing time so it is nearly unaffected by the number of sick sims on the lot. Each cycle will be 60 minutes plus minutes per sick sim, so will be slightly longer than an hour regardless of the number of sick sims.

Frequent Disease Processing by Cyjon. Disease severity will be updated every cycle rather than every six cycles. The game periodically looks at sick sims and determines whether the disease should get better or worse. However rather than changing the disease severity immediately, it applies cumulative changes every six cycles or about every 9 hours if there is one sick sim in the house.

This mod changes things so changes are applied every cycle. The total change over time will be the same. This makes diseases both more and less fatal. On the other hand, sims who pass the lethal level will die immediately rather than having the chance to rest and get severity down. Overall it balances out. Less Coughing by Cyjon. Halves the duration of coughing fits caused by pneumonia or other illnesses. Being contagious can be fun for the whole family! Symptoms that say what you have or not B4.

Recovery is watching Saturday morning cartoons and a bowl of chicken soup Section C: Death C1. How to handle death in your household C2.

Death himself and pleading with him C3. Ways you can not persuading you kill your sims C4. Ghosts and their fabulous colours!! Ghosts get angry too C6. How to use Exorcisms to their fullest Section D: Version History 1.

Introduction to the guide Disasters are a common thing in life. They range from burning up your kitchen to burglaries to ghosts. But you can prevent them with the help of this guide. Try to make sure it doesn't happen to you. Cooking: Burned food has a small chance of igniting and starting a fire. This is most likely to be caused by bad cooking skills. Unattended Cooking: If a sim becomes distracted from the food on the stove or inthe oven, it will most likely catch on fire.

Fireplaces: Flammable objects made of wood or cloth will catch on fire. Electrocution: After a sim gets shocked by repairing an electronic, the object may catch on fire. Fire also has behaviors. Once it burns out, the object is reduced to ash. Fire spreads in a pretty simple way. It burns any objects adjacent to the one it is burning or floor. All sims in the house will run to the fire and panic.

There are only a few ways to prevent fires. Inexperienced cooks should not cook on an stove or toaster. Smoke alarms should be in a room with flammable objects. Sims with low mechanical skill should not repair electronics. Keep all furniture at least 2 floor tiles away from a fireplace. Keep an eye out on what your sim does while they are waiting.

If they get distracted, food is fire. In the event of a fire, do as you've always been told and call the fire department if you, for some reason, don't have a fire alarm in the same room. But you'll have to constantly "X" out for the sim to not panic. Sims can also extinguish fires themselves. But since sims are not the fire department, their handy fire extinguisher puts fires out at a slower rate, increasing the chances the sim could catch on fire.

When the fire subsides, ashes will be leftover to reduce the environment score. Burglaries are indeed a disaster Burglaries occur between 10 pm and 4 am about every 18 nights. The burglar sneaks into the house, checks it out, and steals the most valuable objects on the lot.

That is unless you have a burglar alarm. Once the burglar enters the room with the alarm. The fuzz will show up and fight with the burglar. If the cop loses the theif gets away and the cop says a bad pun. If the cop wins then the thief gets cuffed and taken to the squad car. If the robber actually got something the cop will then give you the objects depreciated value. Floods are very easy to prevent but take forever to clean up.

If a leaky plumbing object is spilling out water, it could spread the water throughout the entire floor. If on the grounds level, the water will spill to the street. The environment score will plummet and nobody will be happy. Watch out for broken sinks as they constantly spill water. Joining forces with Jean Luc Picard and friends Alien abduction is by far, my favorite "disaster". If an adult uses the Farstar e3 telescope between 7 pm to 2am, there is a rae chance that they'll be abducted by aliens.

If the sim is however, male per se, he'll come back pregnant! He then embarks on motherhood? Or fatherhood? Types of disease, there are others besides the flu Disease is something that can be ignored but with serious consequences. Just because you don't know what it is does not mean you can ignore it.

Figure it out with this chart!! By the way if you leave the disease untreated for about 10 days, the sim will die. Contagiousness is a big factor when it comes to diseases. If you don't want to the disease, isolate your sim as far and as much as possible from other sims. Symptoms that say what you have or not Following this is a list of the symptoms and what they do or cause. Coughing: Once coughing is finished, comfort drops. The worse the coughing the more severe the symptom is.

Sneezing: Once sneezing is finished, comfort drops. The worse the sneezing the more severe the symptom is. Diarrhea: Let me be the first to say, when your sim has diarrhea, their bowels don't shoot out machine-gun shots of poo.

We're going to leave it at that okay? Bladder just drops. The worse the drop, the worse diarrhea is. Fatigue: The sim has a sudden drop of energy. The worse the drop the more severe the symptom is. Vomiting: Yes you guessed right, vomiting is what I just typed. The sim will attempt to find a toilet to vomit in. If they can't find one, they vomit on the floor. Comfort decreases.



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