Difference between revisions of "Summer Vacation! Scramble/Gameplay/Interactions"

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| [[File:Let's_be_together.png|64px]]Let's work||Asks the character for help at your Job. Working with a partner greatly increases the chance of success when working hard, but it can also easily fail if the NPC  isn't in the right mood.  ||Tension(success)
 
| [[File:Let's_be_together.png|64px]]Let's work||Asks the character for help at your Job. Working with a partner greatly increases the chance of success when working hard, but it can also easily fail if the NPC  isn't in the right mood.  ||Tension(success)
 
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| [[File:Let's_be_together.png|64px]]Come to my room||This invites the character to your home to have fun. A character resistant to having sex with you is unlikely to accept. If the current map mood is set to "Horny" when inviting the NPC, H will begin at your place.  ||Happiness(normal invite), depends on H outcome otherwise
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| [[File:Let's_be_together.png|64px]]Come to my room||This invites the character to your home to have fun. A character resistant to having sex with you is unlikely to accept. If the current map mood is set to "Horny" when inviting the NPC, H will begin at your place. Unlike in AA2, you no longer need a relationship to have H at home with someone anymore.  ||Happiness(normal invite), depends on H outcome otherwise
 
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Revision as of 12:42, 5 November 2024

Illusion

all characters are at least 18


Summer Vacation! Scramble [edit]

News

Install Guide

FAQ & Technical Help

Character Creation

Gameplay

Modding


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
Let's talk.pngEveryday topics Talks about casual topics, increasing like. Happiness(good/great success)
Let's talk.pngRomantic 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)
Let's talk.pngNaughty 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
Talk.pngCheer 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.
Talk.pngCalm 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.
Talk.pngPraise 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)
Talk.pngGrumble 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)
Talk.pngApologize Apologizes to a character who feels betrayed and thinks the Unforgivable! status. Normal(success), None(failure)
Talk.pngConfront 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
Make a statement.pngSuggest a meal Encourages the character to eat more often at the Beach for the whole day. Tension(success)
Make a statement.pngEncourage to study Encourages the character to study more often at the School for the whole day. Tension(success)
Make a statement.pngEncourage to exercise Encourages the character to exercise more often at the Shrine for the whole day. Tension(success)
Make a statement.pngEncourage Work Encourages the character to work more often at their Job for the whole day. Tension(success)
Make a statement.pngReflect 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 day. Tension (success), Anger(failure, low favourability)
Make a statement.pngReflect 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 day. Tension(success), Anger(failure, low favourability)
Make a statement.pngReflect 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 day. 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
Consult.pngDiet Asks if the character should eat more often at the Beach for the whole day. None
Consult.pngStudies Asks if the character should study more often at the School for the whole day. None
Consult.pngExercise Asks if the character should exercise more often at the Shrine for the whole day. None
Consult.pngPart-time job Asks if the character should work more often at their Job for the whole day. None
Consult.pngRelationships 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
Consult.pngLove 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
Consult.pngSex 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. None

Gossips

When you select any of these interactions you will be taken to the character roster to select the person you're talking about. Success rate largely depends on the NPC's favourability towards you and the person you're conversing about. If your roster only has two people, these interactions (other than "What do you think about?" and "I want to get along...") will be disabled.

Interaction Description Effect
That person.pngThere's a good rumor Talks positively about the character. If successful, improves the chance they'll seek them for conversation. If an NPC hears multiple good rumors about others, they can start feeling Jealous about their other colleagues. None, Jealous(multiple successful good rumors)
That person.pngThere's a bad rumor Talks negatively about the character. If successful, decreases the NPC's opinion towards them or otherwise towards you if the NPC doesn't like you enough. If an NPC hears multiple bad rumors about others, they can start feeling Sad about their other colleagues. None, Sad(multiple bad succesful bad rumors)
That person.pngGet along with Tells the NPC to change their attitude towards the character. If successful, it can increase Like/Love and also the success rate for conversations towards/for the picked target. Note that this action will always fail if the NPC hates the selected character, stating that they "don't like" that person. None
That person.pngI want to get along... Asks the NPC to tell that character to change their attitude towards you ("Get along with"). Unlike in AA2, you can also refer to your PC when talking, stating that you want to get closer to the NPC. Note that this action will always fail if the NPC hates that character, stating that they "don't like" that person. None
That person.pngWhat do you think about? Asks what the are the NPC's feelings towards that character. You can also refer to your PC when talking. Depending on favourability, they may state that they like/love them, don't know yet or simply refuse to tell you anything. None

Activities

Success rate largely depends on the NPC's sociability, favourability, mood, virtue and map mood.

Interaction Description Effect
Let's be together.pngLet's go eat Invites the character to eat together at the Cafe. If the character already ate during the period, they will always refuse the invitation. PC can eat as many times as they like. Calm(success)
Let's be together.pngLet's study Invites the character to improve Academics together. Studying with a partner greatly increases the chance of success when working hard, but it can also easily fail if the NPC isn't in the right mood. Tension(success)
Let's be together.pngLet's exercise Invites the character to improve Strength together. Exercising with a partner greatly increases the chance of success when working hard, but it can also easily fail if the NPC isn't in the right mood. Tension(success)
Let's be together.pngLet's work Asks the character for help at your Job. Working with a partner greatly increases the chance of success when working hard, but it can also easily fail if the NPC isn't in the right mood. Tension(success)
Let's be together.pngCome to my room This invites the character to your home to have fun. A character resistant to having sex with you is unlikely to accept. If the current map mood is set to "Horny" when inviting the NPC, H will begin at your place. Unlike in AA2, you no longer need a relationship to have H at home with someone anymore. Happiness(normal invite), depends on H outcome otherwise

Feelings

Interaction Description Effect
Ask.pngShow affection Confess your love towards the character. Depending on their orientation and relationship towards you, they may state that they love you, that they don't like you or simply thank you. Happiness/Blush(success), Depression(failure)
Ask.pngAsk on a date Asks the character on a BBQ party at the beach on Sunday. The NPC will refuse if it already has a date planned. You can invite multiple characters on a date and, unlike in AA2, it's possible to attend the date with every character you asked out. However, it's not possible to attend multiple dates that you yourself have been invited to if the BBQ party had already started before. TLDR
Ask.pngLet's be lovers Asks to become lovers with the character. If they accept, you'll officially become a couple. Higher virtues or Singleminded NPCS who already have a lover makes having a relationship with them much more difficult, especially if you yourself already have a lover (Singleminded characters who already have a lover will never make multiple affairs). Note that it's impossible to be together with someone that doesn't match their orientation. Blush(success), Depression(failure), Anger(refusal after being told you already have a lover)
Ask.pngLet's Break up Asks to officially end the relationship with the character, but if both of your love is high, they may not accept it. Anger(failure), Depression(success)

Contact

Success rate largely depends on the sexual orientation, virtue of the NPC, favourability, mood and map mood. If a lover witnesses any contact except "Headpat" with a non-shared lover it will give them the Cheater! status and can also cause them to compete for attention. Unless you have enough favorability with the NPC, all of these interactions will make him/her angry if they fail.

Interaction Description Effect
Skinship.pngHeadpat Pet/stroke a character's head, reducing stress and horniness and increasing love. Happiness(success), Anger(failure, low favourability)
Skinship.pngHug Hugs, a character reducing stress and increasing love. Happiness/Blush/Horny(success), Anger(failure, low favourability)
Skinship.pngKiss Kisses a character, increasing love and horniness. Blush/Horny(success), Anger(failure, low favourability)
Skinship.pngGrope Gropes/touches a character, increasing horniness. Blush/Horny(success), Anger(failure, low favourability)
Skinship.pngSex Initiates a H scene with the character in the current location. High virtues are reluctant in having H with others around, while Highest virtues will always refuse doing it in public. Depending on favourability, NPCS will either compete for a character having H, with the scene continuing with whoever the middle party chooses as the winner, or they may also ask to join in triggering 3P. Note that unlike AA2, if an NPC competes against you during a H scene, you cannot back away anymore. depends on the H outcome, Anger(failure, low favourability), Anger/Sad(not choosing someone/anyone during an argument)

Travel

Interaction Description Effect
Ask to move.png Follow Me Asks the character to follow you until you reach your destination or you interact with them again. Unlike the NPC's follow, other characters can still talk to the person accompanying you, effectively making them stop following you anymore. The NPC behind you can also get distracted and cancel their follow, examples include witnessing a H scene, their lover interacting with someone, interrupting you or getting spooked by other embarrasing acts. None
Ask to move.png Let's meet later at.. Asks the character to wait for you on a specific location during the next period. If an NPC asked you to meet later and you talk to them at the planned location, their favourability towards you will increase. Happiness(characters actually met), Sad(characters didn't met each other)

Blackmail

When the player witnesses any of the these action: Public Masturbation or a character 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
Weakness.pngExtort Demands the character to submit to you. The success rate for this is always 20% (40% if you have the "Schemer" trait) or 100% if the target has the "Masochist" trait. Witnessing more actions that can trigger blackmail will also add up to the success rate of the interaction (2% at most). It's recommended to save before trying to extort someone in order to be able to restart in case it fails. Annoyed(success, mood remains permanent towards the abuser), Anger(failure), None(Masochist)
Weakness.pngIgnore Force the character to not initiate any action toward the "Ignored Target", but said target can still initiate interactions with this character None
Weakness.pngShow me "That" Forces the character to expose themselves. Horny(success)
Weakness.pngLet me fuck you Forces a H scene with the character in the current location. If someone attempts to compete against you during the act, the blackmailed person will always choose their abuser, even if the lover themselves is the one competing. This will also weirdly cause both the bully and the victim to fall in love with each other, although the victim themselves may still not enjoy the blackmailer's presence. depends on the H outcome
Weakness.pngI'll leave you alone Free the character from the Blackmail status. This will disable all abusive interactions towards the NPC. None
Weakness.pngLeave me alone Free the Playable Character from the Blackmail status. If successful, disable the Blackmail actions toward the Playable Character. None

Other

Interaction Description Effect
Other.pngNothing Cancel the interaction. If the interacted character hates you, they get mad for wasting their time None

NPC Interactions

NPCs have access to more interactions than the player.