Artificial Academy 2: Character Creation

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Illusion

all characters are at least 18


Artificial Academy 2 [edit]

External links


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Character creation must be done outside the game. As with Artificial Academy 1, the character creator ("maker") is an extra piece of software.

AA2Edit keyboard shortcuts

Action Key Key Description
Drag Rotate Mouse 1 Left Mouse Button
Pan Up/Down + Zoom Mouse 2 Right Mouse Button
Pan Left Left Arrow Key
Pan Right Right Arrow Key
Pan "Foward" Up Arrow Key
Pan "Back" Down Arrow Key
Zoom In ; Semi-Colon
Zoom Out ] Left Square-Bracket
Rotate Clockwise . Period
Rotate Counter-Clockwise \ Back-Slash
Reset Rotation / Forward-Slash
Screenshot F11 F11

Character cards

  • Red cards are given to Pure Heterosexual Characters
  • Orange Cards are given to Leaning towards Hetero
  • Purple Cards are given to Bisexual
  • Green Cards are given to Leaning towards Homosexual
  • Blue Cards are Homosexual
  • Rainbow cards effect is 100% increase in speed and a boost to relationship building (love/friendship).

Character pose

The pose changes at certain times when you have chosen a personality and then click on something else that customizes the girl. Please note this only applies when you begin to adjust stuff on the character; they then enter what I call the "Adjustment Pose" which is as follows:

  • Lively: Feet a bit wider than shoulder-width apart. Arms at sides, fists balled up.
  • Delicate: Hands at sides, relatively normal-looking.
  • Cheerful: Similar to Delicate, but the wrists are bent and the hands are slightly turned out. Feet a bit wider apart and slightly turned inward.
  • Stoic: Identical to Delicate.
  • Assertive: Similar to Delicate, but feet are a bit wider apart.
  • Pleasant: Identical to Lively.
  • Kind: Identical to Cheerful.
  • Joyful: Identical to Cheerful.
  • Moody: Identical to Assertive.
  • Irritated: Arms/Hands bent behind back, feet shoulder-width apart.
  • Uptight: Identical to Assertive.
  • Sweet: Identical to Delicate.
  • Creepy: Identical to Cheerful.
  • Timid: Identical to Assertive.
  • Dignified: Identical to Delicate.
  • Independent: Identical to Irritated.
  • Smart: Identical to Delicate.
  • Sincere: Identical to Assertive.
  • Shrewd: Identical to Assertive.
  • Lazy: Identical to Assertive.
  • Manly: Identical to Irritated.

Males seem to be identical in the adjustment pose regardless of personality; it's most like the Assertive type.


In Game Trait effects (Work In Progress)

  • Easygoing: easier to raise love points.
  • Hot-blooded/Loyal Friend: easier to raise friend points.
  • Bad with guys: negative modifier to action success rate and point increase when successfully dealt with guys.
  • Bad with girls: negative modifier to action success rate and point increase when successfully dealt with girls.
  • Charming: positive modifier to relationship point.
  • Tsundere: decreases the chances of successful "let's __ (e.g. study)" action. [Might increase chance of getting slapped.]
  • Chivalrous: increases the chances of successful "let's __ (e.g. study)" action.
  • Groupie: increases the chances of successful conversation.
  • Obedient: rarely refuses the 'encouragement', 'group', and 'follow' options.
  • Positive: resistant to feeling down/sad.
  • Shy: harder to accept physical contact and H action in the presence of other people. [Decreases the chances of successful conversation].
  • Jealous: increases frequency of interrupting conservation.
  • Hypersensitive/Mentally weak -> Easily depressed: prone to feeling down/sad.
  • Perverted/Lewd: increases success rate and frequency of lewd actions and topics. [
  • Genuine -> Serious: goes to school earlier. Very low chance of skipping class.
  • Calm: lesser emotional variation. [Mood is more stable?]
  • Impulsive: greater emotional variation.
  • Naive: ???
  • Violent: increases frequency of quarrel-type action
  • Passive: ???
  • Meddlesome: increases frequency of of interrupting conversation/sex.
  • Class Prez: increases frequency of "Everyone, let's ___" action. [Teacher might like you more.]
  • Chatty: increases frequency of triggering conversation.
  • (Always) Hungry: can eat multiple times during one period.
  • Eager/Passionate: increases frequency of hug/kiss/sex/date actions from a character. Increased focus on single character.
  • Singleminded: stays faithful.
  • Indecisive: ???
  • Competitive: ???
  • Scheming/Deceptive: increases chances of successfully spreading bad rumors.
  • Diligent: increases frequency of going to library. Increases success rate of accepting "Let's study". Increases chance of bonus from study/sport/club activities.
  • Wild: increased chances of skipping school.
  • Masochist: abusive actions increase relationship points. No limit to abuse actions during period. Includes the effect "Exploitable".
  • Sweaty: body becomes shiny.
  • Evil: a chance to murder a classmate.
  • Deaf: has an extra option "Nandatte?" when playing as MC. Same effect as "No" but with lower decrease on relationship points.
  • Weak/Blackmailable/Exploitable: prone to forced sex.
  • Asexual: decreased success rate of ero topic conversation.
  • Lucky: increased chance for "ecchi" contact during massage.

FAQ

  • Q: How do I make a girl with e.g. blue skin?
    A: This trick worked in the trial maker only: You can manually put in a value over 40 on the skin slider. This way you could get a blue (or any color) skin character. With the release of the full maker, this feature has been patched.
  • Q: How do I get a rainbow card?
    A: The generation of a rainbow card is random (1/100 chance). You simply must keep saving a character over and over again until you get the rainbow card to appear. Also if you save over a character who already has a rainbow card, you run the risk of losing it.
  • Q: What do the rainbow card mean?
    A: In-game tips refer them as to giving the character the "Main character effect". As of now, the only concretely visible effect of a character with the rainbow card is that they move faster in game. It seems like it has an effect on her social skills too but more testing needs to be done to be completely sure of that.
  • Q: What are the character items for?
    A: These are the items your character will have on them when you put them in the game. When a character has reached a certain level in the relationship (friendship, lovers, or sexual) the other character will come and offer to trade one of their items for yours in that respective category. The items a character has can be viewed at the status screen found by clicking on the statue behind the martial arts room. Other than increasing the relationship status, the trade offer seems to have no other noticeable effects.