How do they work
The % value shown when interacting with somebody represents the chance of the character to accept the action. As long as that value is higher than 0% there is a chance for success. As long as the value is below 100% there is a chance to fail. It is possible to succeed with as low as 1% but the odds are just that low.
Most interactions can be used on the same character only three times per time period. After three uses on the same character the success rate will become 0% and that character will tell you to stop, making them angry.
The success rate is influenced by traits, virtue, mood, character stats, favorability rating and map mood.
Note that a failed interaction will not necessarily decrease the NPC's opinion. A NPC can either directly refuse, decreasing their opinion on you, or can say "another time", leaving their opinion unchanged.
Types of Interactions
There are 39 interactions that the Player can choose from, these are grouped in 11 categories.
Let's Talk
Successful interactions have 3 different outcomes (small, good and great) that are influenced by the character's mood, traits, sociability and map mood.
Interaction |
Description |
Effect
|
Everyday topics |
Talks about casual topics, increasing like. |
Happiness(good/great success)
|
Romantic topics |
Talks about matters of the heart. Successes and failures have a more drastic effect on the character's opinion of you. |
Blush(good/great success)
|
Naughty topics |
Talks about Lewd topics, increasing Love and having a chance of getting the character horny. |
Horny(good/great success)
|
Listen to me
Interaction |
Description |
Effect
|
Cheer Up |
Cheers up a character if depressed. You can also perk up a character who feels Jealous towards someone. If not depressed/jealous then the character will be confused with 0%. |
Normal(success), remains Sad/Jealous if failed.
|
Calm Down |
Calms down a character if angry. You can also perk up a character who feels Jealous towards someone. If not angry/jealous then the character will be confused with 0%. |
Normal(success), remains Angry/Jealous if failed.
|
Praise |
Flatter a character. Increases Like/Love more if successful, increases by a lesser amount if failed. Can also perk up a Sad, Angry or Jealous NPC. |
Happiness/Blush(success/failure, high favourability), Normal(success/failure, low favourability)
|
Grumble |
Speak negatively about yourself. The NPC will either agree, increasing both of yours Dislike/Hate, or will say that it's not true, increasing your Like/Love toward them and clearing your bad moods. |
Depression(success), Happiness(failure)
|
Apologize |
Apologizes to a character who feels betrayed and thinks the Unforgivable! status. |
Normal(success), None(failure)
|
Confront |
Starts arguing with the character. The winner will receive alot of Dislike points towards their opponent, while the opponent won't be able to move a for a bit and receive alot of Hate towards the winner while also getting Depressed. |
Normal(success), Anger(refused to argue), Depression(character lost confrontation)
|
Give Advice
All advices reduce the character's horniness to some extent. Success rate depends on the character's seriousness(virtue, related traits and mood) and is heavily influenced by his/her current horniness and the current map's mood.
Interaction |
Description |
Effect
|
Suggest a meal |
Encourages the character to eat more often at the beach for the whole period. |
Tension(success)
|
Encourage to study |
Encourages the character to study more often at the School for the whole period. |
Tension(success)
|
Encourage to exercise |
Encourages the character to exercise more often at the Shrine for the whole period. |
Tension(success)
|
Encourage Work |
Encourages the character to work more often at their Job for the whole period. |
Tension(success)
|
Reflect on Relationship |
Discourages the character from showing affection. Depending on Virtue and Traits, this can have huge effects on how often the NPC will try to show affection for the whole period. |
Tension (success), Anger(failure, low favourability)
|
Reflect on love affairs |
Discourages the character from forming relationships. Depending on Virtue and Traits, this can have huge effects on how often the NPC will try to make a relationship for the whole period. |
Tension(success), Anger(failure, low favourability)
|
Reflect on sex |
Discourages the character from having H. Depending on Virtue and Traits, this can have huge effects on how often the NPC will ask for H for the whole period. |
Tension(success), Anger(failure, low favourability)
|
Consult about
Consult actions work the same as "Advice", with the character this time asking for an opinion on specific matters instead of being encouraged by someone else to do something.
It's unknown if these interactions have any effects on PC and it's also impossible to fail them, as the NPC will simply agree/disagree on what you consulted with them depending on their mood, virtue, traits, map mood and favourability towards you.
Note that disagreeing with a topic will NOT make the NPCS less likely to perform the action you discouraged them in not putting more effort into.
Interaction |
Description |
Effect
|
Diet |
Asks if the character should eat more often at the Beach for the whole day. |
None
|
Studies |
Asks if the character should study more often at the School for the whole day. |
None
|
Exercise |
Asks if the character should exercise more often at the Shrine for the whole day. |
None
|
Part-time job |
Asks if the character should work more often at their Job for the whole day. |
None
|
Relationships |
Asks if the character should be more aggresive in showing affection. Agreeing on this topic can heavily increase the chances an NPC will show affection for the whole day, so choose your answer wisely. |
None
|
Love |
Asks if the character should be more aggresive in making relationships. Agreeing with this topic can heavily increase the chances an NPC will try to form multiple relationships for the whole day, so choose your answer wisely. |
None
|
Sex |
Asks if the character should be more aggresive in having H. Agreeing on this topic can heavily increase the chances an NPC will ask for H for the whole day, so choose your answer wisely. |
|
Gossips
Interaction |
Description |
Effect
|
There's a good rumor |
|
|
There's a bad rumor |
|
|
Get along with |
|
|
I want to get along... |
|
|
What do you think about? |
|
|
Activities
Interaction |
Description |
Effect
|
Let's go eat |
|
|
Let's study |
|
|
Let's exercise |
|
|
Let's work |
|
|
Come to my room |
|
|
Feelings
Interaction |
Description |
Effect
|
Show affection |
|
|
Ask on a date |
|
|
Let's be lovers |
|
|
Let's Break up |
|
|
Contact
Interaction |
Description |
Effect
|
Headpat |
|
|
Hug |
|
|
Kiss |
|
|
Grope |
|
|
Sex |
|
|
Travel
Interaction |
Description |
Effect
|
Follow Me |
Make a character to follow you until you reach your destination or get interrupted |
NPC will follow you
|
Let's meet later at.. |
Make a character to wait on a specific location during the next period |
|
Blackmail
When the player witnesses any of the these action: Public Masturbatio or a characterr doing certain actions with a non-lover while having a lover like: Hug, Kissing, Groping and Public H, the blackmail option will now be available when talking to an NPC. The game consider this as a Weakness toward the NPC, You will then have the option to blackmail them.
Interaction |
Description |
Effect
|
Extort |
|
If successful, they will submit to you
|
Ignore |
Force the character to no initiate any action toward the "Ignored Target", but said target can still initiate interactions with this character |
|
Show me "That" |
|
|
Let me fuck you |
|
|
I'll leave you alone |
Free the character from the Blackmail status |
If successful, disable the Blackmail Actions.
|
Leave me alone |
Free the Playable Character from the Blackmail status |
If successful, disable the Blackmail actions toward the Playable Character.
|
Other
Interaction |
Description |
Effect
|
Nothing |
Cancel the interaction, if the interacted character hate you, they get mad for wasting their time |
Give small unfavorable points toward the character?
|
NPC Interactions
NPCs have access to more interactions than the player.