5 years ago
New Fall Seasonal Event: Trick or Treat
Needed additional content: Seasons, Spooky
On this day, if the player chooses to participate, they can choose to be involved in one of the following choices available determined by age category...
Teenager and higher
You stay at your home and greet Trick-or-Treaters to pass out treats and/or deal with their tricks.
Child & teenager
You go out (alone or with other children/teenagers) to go Trick-or-Treating.
Greeting Trick-or-Treaters at home
-Items Needed
Treat Booth
This new item, unfortunately, is somewhat unique and it's properties make it rather unsuitable for uses other than for this event. While when placed it appears to take up a size relative to the booth itself, it actually takes up a space of 11x3. In the center five squares is the booth itself, with room to place four plates of Treats and one Candy Bowl. At the final squares of each side is a Scary Tree. The front of the Treat Booth must be placed adjacent to the edge of the residential property so to ensure NPC's can gain full access. With the Treat Booth properly placed, the player must then place four Carved Pumpkins, two on each side of the booth between the booth and Scary Tree. The Scary Trees are static and part of the entirety of the Treat Booth. Located in the back of the center square behind the booth is a single trash can used to discard smashed pumpkins.
In order to have a successful night greeting Trick-or-Treaters at your residence is dependent upon several factors. You must place four carved pumpkins from the Spooky Stuff along with two Scary Trees and one Treat Booth with a Candy Bowl placed on the booth. You must also cook all the treats you plan to pass out and make sure to have enough of the kinds each kid prefers. While all this is going on, you must finally keep up with replacing/cleaning your residence area from tricks to keep your residence score high. You start with a score of 50 (max is 100) and every carved pumpkin you place will add 10 points (max 40 point bonus) and every Scary Tree will add 5 points (max 10 point bonus). So, having 4 carved pumpkins and 2 trees will max your residence to 100. You can make more than 4 pumpkins, but you can not place them in your play-zone without taking out a damaged one. Along with the pumpkin(s) and Scary Tree(s), the player needs to place one Treat Booth with a Candy Bowl (spooky stuff) placed on it, and the player is limited to having only one Treat Booth placed during this event.
-Preparing/distributing Treats
There are four different types of treats that can be cooked. The names aren't important (they should be named accordingly, e.g. Fudge Bats), but they do need to be separated by color to assist the player in easily determining the difference. It takes about 30-minutes (game time) to prepare one dish of 5 treats of a specific kind, so while it's possible to prepare treats during the event, the smart choice is to prepare them beforehand (during the day) to ensure they have enough. The plates of Treats need to be placed on a Treat Booth, which can hold up to four Treat plates along with a Candy Bowl. The player determines which combination of Treats is on the table and the Treats can be swapped out anytime from the Sim's inventory or placed with the cursor. Children and teens can only complete their interaction with the booth if a playable Sim is attending the table. It is possible to have one sim always at the table and another to simply clean trees while manually cleaning/replacing pumpkins and replacing Treats.
-Greeting Children
The residence will be visited by 20 children, each one randomly selected to have a favorite treat from one of the four. If the treat is available on the booth, the child will retrieve the treat. After taking a favorite treat, the child will consider the residence and will decide to Trick the residence on the residence's score (residence score is percentage it will be left alone). If no favorite Treat is available on the booth, the child will take a piece of candy from the Candy Bowl which has a 50/50 chance of making the child either Happy or Tense. If the child becomes Tense or the residence loses it's percentage chance to be left alone, that child with either smash a Carved Pumpkin or toilet paper a Scary Tree.
For example; the player prepares for the event early that morning by baking four plates of treats, one of each color, and carving four pumpkins. The player then places the four pumpkins in the front of their residence along with two Scary Trees and the one Treat Booth (all these items must be accessible to NPC's). Before the player placed these items, they had a residence score of 50, but with the pumpkins and trees it's now 100. Child 1 is randomly determined to like a specific kind of the four Treats, and if that treat is available they take one. The child then appraises the residence, and since it's score is 100 there is a 100% chance the child will leave happy. If the score was 70, for example, the child then would only have a 70% chance to leave happy. If no favorite treat is available, the child will take a treat from the candy bowl which will cause a 50% chance the child will damage a pumpkin/tree, but even if the 50% comes out happy, the child then will still consider the residence's score.
Smashed pumpkins must be cleaned and replaced to restore the score bonus, while trees must be cleaned of toilet paper. A smart player will realize it's a smart idea to have some pumpkins made early on standby when needed.
-Greeting teenagers
Along with the 20 children, the player will also be visited by an additional 10 teenagers which will take a piece of candy from the bowl and have a 50% chance of stomping a pumpkin or toilet papering a tree.
Both children and teenagers will always first attempt to smash a pumpkin, only toilet papering a tree if no unbroken pumpkins are available. Cleaning a tree of toilet paper should take a considerable amount of time.
The order of operations is as follows for children...
1. Child approaches the Treat Booth and waits for it to be attended by a playable Sim.
2. When attended, the child takes a favorite treat if available and moves to 3. If no favorite treat is available child moves to 4.
3. When the child takes a favorite treat, the child then considers the residence score and determines next action accordingly (positive action equal to resident score). Positive means the child simply leaves, where negative is the child smashes a pumpkin or toilet papers a tree and then leaves.
4. If no favorite treat is available child takes candy from Candy Bowl, and then has a 50/50 chance of positive/negative reaction. If positive, the child moves to step 3, if negative the child smashes a pumpkin or toilet papers a tree and then leaves.
The order of operation is as follows for teens...
1. Teen approaches the Treat Booth and waits for it to be attended by a playable Sim.
2. When attended, the teen takes a candy from the Candy Bowl and has a 50/50 chance for positive/negative reaction. If positive, the teen simply leaves, if negative the teen smashes a pumpkin or toilet papers a tree.
In order to succeed in this event the player must have at least 15 children leave happy without damaging a pumpkin or tree and have a resident score of at least 70. The reward is two new costumes for children.
Trick or Treating as a child
This one is rather straightforward, you control a child (or a group if you bring along your friends), pick a residential area, and go house to house collecting treats. Each child will receive either one piece of candy or (rarely) a collectible item. The collectible items should all be in nature to the event (e.g. wax lips, etc.) and shouldn't number more than 10. The player can visit each residence once per event, but they can choose to visit other areas if they so wish and have the time. At the end, the child sits with the other children and trade candy/collectibles. Each candy is 1/1, but a collectible is 1/5. Each candy gives the child a happiness bonus when eaten, but eating too much will make them ill. Collectibles give a decor bonus only available only to children. Collecting the whole set will unlock two more costumes for children.
On this day, if the player chooses to participate, they can choose to be involved in one of the following choices available determined by age category...
Teenager and higher
You stay at your home and greet Trick-or-Treaters to pass out treats and/or deal with their tricks.
Child & teenager
You go out (alone or with other children/teenagers) to go Trick-or-Treating.
Greeting Trick-or-Treaters at home
-Items Needed
Treat Booth
This new item, unfortunately, is somewhat unique and it's properties make it rather unsuitable for uses other than for this event. While when placed it appears to take up a size relative to the booth itself, it actually takes up a space of 11x3. In the center five squares is the booth itself, with room to place four plates of Treats and one Candy Bowl. At the final squares of each side is a Scary Tree. The front of the Treat Booth must be placed adjacent to the edge of the residential property so to ensure NPC's can gain full access. With the Treat Booth properly placed, the player must then place four Carved Pumpkins, two on each side of the booth between the booth and Scary Tree. The Scary Trees are static and part of the entirety of the Treat Booth. Located in the back of the center square behind the booth is a single trash can used to discard smashed pumpkins.
In order to have a successful night greeting Trick-or-Treaters at your residence is dependent upon several factors. You must place four carved pumpkins from the Spooky Stuff along with two Scary Trees and one Treat Booth with a Candy Bowl placed on the booth. You must also cook all the treats you plan to pass out and make sure to have enough of the kinds each kid prefers. While all this is going on, you must finally keep up with replacing/cleaning your residence area from tricks to keep your residence score high. You start with a score of 50 (max is 100) and every carved pumpkin you place will add 10 points (max 40 point bonus) and every Scary Tree will add 5 points (max 10 point bonus). So, having 4 carved pumpkins and 2 trees will max your residence to 100. You can make more than 4 pumpkins, but you can not place them in your play-zone without taking out a damaged one. Along with the pumpkin(s) and Scary Tree(s), the player needs to place one Treat Booth with a Candy Bowl (spooky stuff) placed on it, and the player is limited to having only one Treat Booth placed during this event.
-Preparing/distributing Treats
There are four different types of treats that can be cooked. The names aren't important (they should be named accordingly, e.g. Fudge Bats), but they do need to be separated by color to assist the player in easily determining the difference. It takes about 30-minutes (game time) to prepare one dish of 5 treats of a specific kind, so while it's possible to prepare treats during the event, the smart choice is to prepare them beforehand (during the day) to ensure they have enough. The plates of Treats need to be placed on a Treat Booth, which can hold up to four Treat plates along with a Candy Bowl. The player determines which combination of Treats is on the table and the Treats can be swapped out anytime from the Sim's inventory or placed with the cursor. Children and teens can only complete their interaction with the booth if a playable Sim is attending the table. It is possible to have one sim always at the table and another to simply clean trees while manually cleaning/replacing pumpkins and replacing Treats.
-Greeting Children
The residence will be visited by 20 children, each one randomly selected to have a favorite treat from one of the four. If the treat is available on the booth, the child will retrieve the treat. After taking a favorite treat, the child will consider the residence and will decide to Trick the residence on the residence's score (residence score is percentage it will be left alone). If no favorite Treat is available on the booth, the child will take a piece of candy from the Candy Bowl which has a 50/50 chance of making the child either Happy or Tense. If the child becomes Tense or the residence loses it's percentage chance to be left alone, that child with either smash a Carved Pumpkin or toilet paper a Scary Tree.
For example; the player prepares for the event early that morning by baking four plates of treats, one of each color, and carving four pumpkins. The player then places the four pumpkins in the front of their residence along with two Scary Trees and the one Treat Booth (all these items must be accessible to NPC's). Before the player placed these items, they had a residence score of 50, but with the pumpkins and trees it's now 100. Child 1 is randomly determined to like a specific kind of the four Treats, and if that treat is available they take one. The child then appraises the residence, and since it's score is 100 there is a 100% chance the child will leave happy. If the score was 70, for example, the child then would only have a 70% chance to leave happy. If no favorite treat is available, the child will take a treat from the candy bowl which will cause a 50% chance the child will damage a pumpkin/tree, but even if the 50% comes out happy, the child then will still consider the residence's score.
Smashed pumpkins must be cleaned and replaced to restore the score bonus, while trees must be cleaned of toilet paper. A smart player will realize it's a smart idea to have some pumpkins made early on standby when needed.
-Greeting teenagers
Along with the 20 children, the player will also be visited by an additional 10 teenagers which will take a piece of candy from the bowl and have a 50% chance of stomping a pumpkin or toilet papering a tree.
Both children and teenagers will always first attempt to smash a pumpkin, only toilet papering a tree if no unbroken pumpkins are available. Cleaning a tree of toilet paper should take a considerable amount of time.
The order of operations is as follows for children...
1. Child approaches the Treat Booth and waits for it to be attended by a playable Sim.
2. When attended, the child takes a favorite treat if available and moves to 3. If no favorite treat is available child moves to 4.
3. When the child takes a favorite treat, the child then considers the residence score and determines next action accordingly (positive action equal to resident score). Positive means the child simply leaves, where negative is the child smashes a pumpkin or toilet papers a tree and then leaves.
4. If no favorite treat is available child takes candy from Candy Bowl, and then has a 50/50 chance of positive/negative reaction. If positive, the child moves to step 3, if negative the child smashes a pumpkin or toilet papers a tree and then leaves.
The order of operation is as follows for teens...
1. Teen approaches the Treat Booth and waits for it to be attended by a playable Sim.
2. When attended, the teen takes a candy from the Candy Bowl and has a 50/50 chance for positive/negative reaction. If positive, the teen simply leaves, if negative the teen smashes a pumpkin or toilet papers a tree.
In order to succeed in this event the player must have at least 15 children leave happy without damaging a pumpkin or tree and have a resident score of at least 70. The reward is two new costumes for children.
Trick or Treating as a child
This one is rather straightforward, you control a child (or a group if you bring along your friends), pick a residential area, and go house to house collecting treats. Each child will receive either one piece of candy or (rarely) a collectible item. The collectible items should all be in nature to the event (e.g. wax lips, etc.) and shouldn't number more than 10. The player can visit each residence once per event, but they can choose to visit other areas if they so wish and have the time. At the end, the child sits with the other children and trade candy/collectibles. Each candy is 1/1, but a collectible is 1/5. Each candy gives the child a happiness bonus when eaten, but eating too much will make them ill. Collectibles give a decor bonus only available only to children. Collecting the whole set will unlock two more costumes for children.