Difference between revisions of "Artificial Academy 2/Gameplay"
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===General Controls=== | ===General Controls=== | ||
− | Left-Button - Activates buttons, moves PC to character or exit selected by the mouse. A blue box with the map label of the next room will appear when an exit is selected. | + | * Left-Button - Activates buttons, moves PC to character or exit selected by the mouse. A blue box with the map label of the next room will appear when an exit is selected. |
− | Right-Button - Stop in place. | + | * Right-Button - Stop in place. |
− | Middle-Button - Moves to interact with target named in the top left corner. | + | * Middle-Button - Moves to interact with target named in the top left corner. |
− | Mousewheel - Selects between characters in the same map area as the player. The selected character will be named in the top left box, and a circle will appear around their feet. | + | * Mousewheel - Selects between characters in the same map area as the player. The selected character will be named in the top left box, and a circle will appear around their feet. |
The color of the mouse cursor indicates time remaining in the current period, changing from dark blue at earliest, through green, yellow, and orange to dark red at latest. | The color of the mouse cursor indicates time remaining in the current period, changing from dark blue at earliest, through green, yellow, and orange to dark red at latest. | ||
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====Upper Right Buttons==== | ====Upper Right Buttons==== | ||
− | [[File:Holler_button.jpg]][[File:Holler_actions.jpg|thumb|right]] Holler - Hollers to everyone in range. | + | [[File:Holler_button.jpg]][[File:Holler_actions.jpg|thumb|right]] '''Holler''' - Hollers to everyone in range. |
Hollers reach everyone in the room, except '''Gather around''' which can call characters in adjacent rooms to come to your room. | Hollers reach everyone in the room, except '''Gather around''' which can call characters in adjacent rooms to come to your room. | ||
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*'''Gather around''' - Asks everyone to come closer, including those in adjacent rooms. The favorite cry of snitches. | *'''Gather around''' - Asks everyone to come closer, including those in adjacent rooms. The favorite cry of snitches. | ||
− | [[File:Map_select.jpg]] Map Select - Opens the map to select a room to move to. The PC will automatically pass through any intervening room, (usually) selecting the shortest route. | + | [[File:Map_select.jpg]] '''Map Select''' - Opens the map to select a room to move to. The PC will automatically pass through any intervening room, (usually) selecting the shortest route. |
− | [[File:Little_black_book.jpg]] Character Select - Opens the class roster to select a character to move to and interact with. | + | [[File:Little_black_book.jpg]] '''Character Select''' - Opens the class roster to select a character to move to and interact with. |
====Interaction Buttons==== | ====Interaction Buttons==== | ||
When initiating interaction with a character, a column of buttons appears down the right side of the screen. Note that after three uses of any option per character per period, the percentage chance and effectiveness will sharply decline. This may still be positive for an additional try or two, depending on the personality type, traits and their love of your PC. For example, a Chatty character may be willing to chat once more about anything, a Lewd character may be like to hear more sex talk, etc. | When initiating interaction with a character, a column of buttons appears down the right side of the screen. Note that after three uses of any option per character per period, the percentage chance and effectiveness will sharply decline. This may still be positive for an additional try or two, depending on the personality type, traits and their love of your PC. For example, a Chatty character may be willing to chat once more about anything, a Lewd character may be like to hear more sex talk, etc. | ||
− | [[File:Influence_button.jpg]] - Influence character | + | [[File:Influence_button.jpg]] - '''Influence''' character |
* '''Encourage''' - Cheers up a character if depressed | * '''Encourage''' - Cheers up a character if depressed | ||
* '''Calm''' - Calms down a character if angry | * '''Calm''' - Calms down a character if angry | ||
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− | [[File:Lecture_button.jpg]] - Lecture character | + | [[File:Lecture_button.jpg]] - '''Lecture''' character |
− | [[File:Gossip_button.jpg]] - Gossip about another character | + | [[File:Gossip_button.jpg]] - '''Gossip''' about another character |
− | [[File:Chat_button.jpg]] - | + | [[File:Chat_button.jpg]] - '''Chat''' on varying topics |
− | [[File:Invite_button.jpg]] - Invite character to a one-on-one activity | + | [[File:Invite_button.jpg]] - '''Invite''' character to a one-on-one activity |
− | [[File:Abuse.jpg]] - Bully another character | + | [[File:Abuse.jpg]] - '''Bully''' another character |
− | [[File:Love_button.jpg]] - | + | [[File:Love_button.jpg]] - '''Love''' options; share feelings, ask dates |
− | [[File:Contact_button.jpg]] - Make physical contact with character. | + | [[File:Contact_button.jpg]] - '''Contact''': Make physical contact with character. |
− | [[File:Travel_button.jpg]] - Ask characters to come with, go away, or meet somewhere later. | + | [[File:Travel_button.jpg]] - '''Travel''': Ask characters to come with, go away, or meet somewhere later. |
=Basics= | =Basics= |
Revision as of 03:37, 30 June 2014
- Recent changes
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all characters are at least 18
- Gameplay
External links
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Contents
FAQ
- Q: What does the changing cursor color refer to?
A: The color indicates the time of the day/period. If it's red/nearing red it means it's almost time for the bell to chime (at least if I didn't overlook other stuff it might do).
- Q: Is there any other way to change character (i.e. the Main Character, MC)?
A: Yes, after sleeping click the class button on the top right and then select the character (marked by "PC").
- Q: Where can I find the statue to view that stats?
A: Refer to the Statue location picture on the right.
- Q: Where can I find locations safe to H (in other words: Where can I take the girl to have H)?
A: Refer to the H locations picture on the right. Bear in mind that you need sufficient high status with the girl or she won't follow you to the location. H will initiate as soon as you enter the room.
- Q: Why does the cursor change color?
A: The color of the cursor reflect how much time left in that period. Blue mean you got a lot and red mean the period is almost over.
- Q: How do I tell what day it is?
A: The sport lesson for that day are the only real indicator of what day of the week it could be: Monday-> Sport ground, Tuesday-> Pool, Wednesday-> Sport center, Thursday-> Pool, Friday-> Sport ground, Saturday-> Half day only so no sport lesson
- Q: The statue keep changing the relations every time I click on it? Is this a bug?
A: No it's not a bug. In AA2 characters can have multiple(up to 4) opinions/thoughs about their classmates. Therefore, checking the statue muliple times in succesion gives a better impression of the actual relationship.
- Q: Where can I find the love hotel?
A: Refer to the Love hotel picture on the right. The love hotel is located between the game center and karaoke bar on the Outside Train Station map (bottom right corner of the location screen). You need to click a small neon sign between the buildings while a character you wish to initiate sex with is following you. The Love hotel picture shows where you need to hold the mouse.
- Q: Can I get a gameover?
A: Yes, if you get a girl pregnant then the girl will appear before you and tell you she is pregnant and you must drop out of school with her to raise the child. This will take you back to the main title screen.
- Q: How do I get the girl pregant?
A: Cum inside of her on a dangerous day. The girls have safe days and dangerous days. You can tell which day it is according to their dialog before an H-scene. The dialog after the H-scene is a good indicator of whether you succeeded or not. Then simply wait 3-4 in game weeks and the girl may come before you and tell you the good news.
- Q: How can I get a H-scene in a characters home?
A: You have to ask your target to study together(this button is only available on the last section of the day). Be aware than your target must be their normal uniform and carry their bag(otherwise you will get a 0% refuse). To get the H-scene instead of the black-screen your target should be in an arroused state when you ask(the music can be a good indicator for that).
- Q: How do I change the club that I'm in?
A: Go to the teacher office and on the desk is a black ledger. Hover you cursor over it and you should see a button. Click on it and it will pull up the club menu so you can select a new club.
- Q: When I go to karaoke, music do not playing and all I got is just a image with characters sitting there for a few seconds. Can anyone help?
A: You need to put *.wav files in the data/sound/"subfolder". Put the file(s) in a subfolder that match the personality you want the file to play for.
- First Button to create new class. A class must be created and named in order to play. The Character Maker provides a pre-made class to play with.
- Second Button to load previous class.
- Third Button to edit sound/voice options.
- Fourth Button to quit game.
Your Bedroom
Here is where you begin and end every school day. You have the following options:
- Quit - exits the game, with confirmation dialog
- Title - quit to main menu, with confirmation dialog
These buttons are present in every phase of the day:
- Upper right class book - display classroom, with varying configuration options depending on the time of day
- Lower right tile - Advances time to next phase of the day
Save/Load Class
At night time, the Save and Load buttons appear beside the exit buttons, and this is the only time a class state can be saved. Any unsaved progress will be lost on quitting the game. Loading a class will return to your bedroom at night, the same time and day that was last saved.
Your Classroom
This displays a top-down diagram of the class seating arrangement; each box represents an empty desk, or the student who is seated there. The player character is marked with the 'PC' icon, and can be changed only in the morning by selecting any other student.Buttons that appear beneath the desk arrangement:
- Uniform - Customize the uniform for selected students (female only, male uniforms cannot be configured.) This can also be used to set standard uniforms for all students.
- Transfer out - Removes student from any occupied desk selected. The student will be removed from the class save file, and all stats will then be lost.
- Transfer in - Adds a student to an empty desk from a selection menu of students in Character Maker data.
- Fill class - Fills all empty desks semi-randomly with students in Character Maker data.
Rankings and Leaderboards can be viewed during nighttime or morning, but the configuration buttons only appear at night. It is important to understand that characters created with the Editor only funtion as a template in class creation: any changes made afterwards, both inside the Editor or to class members, has no effect on the other. Completely invisible to the player, the game also assigns a set of AI-behavior to the added classmates in order to prevent two or more characters of the same type acting the same, which would most likely happen when choosing several males, since there are only five types to select from.
The School Day
The school day begins at a train station in the commercial district.
General Controls
- Left-Button - Activates buttons, moves PC to character or exit selected by the mouse. A blue box with the map label of the next room will appear when an exit is selected.
- Right-Button - Stop in place.
- Middle-Button - Moves to interact with target named in the top left corner.
- Mousewheel - Selects between characters in the same map area as the player. The selected character will be named in the top left box, and a circle will appear around their feet.
The color of the mouse cursor indicates time remaining in the current period, changing from dark blue at earliest, through green, yellow, and orange to dark red at latest.
The lower right tile always advances time to the next period of the day.
Upper Right Buttons
Holler - Hollers to everyone in range.Hollers reach everyone in the room, except Gather around which can call characters in adjacent rooms to come to your room. The effectiveness of hollers is based on individual characters' sociability, how they feel about the PC, and whether they have an action chosen already.
- Let's study/Let's do sports/Let's do club stuff - These are a more effective in periods prior to class, PE lessons, or club time, but characters weak in a stat may wish help with it during any period.
- Let's have fun/Let's eat/Let's go to karaoke - These invite everyone on a group date to establishments around the train station. If done during school hours, this will forfeit all time remaining in the period and skip the curriculum between periods. Far fewer characters will be willing to join during class hours. More will gladly come with after club hours are over, but getting as large a group in one room becomes more difficult.
- Be friends with... - Asks everyone in the room to improve their mood toward a selected character.
- Gather around - Asks everyone to come closer, including those in adjacent rooms. The favorite cry of snitches.
Map Select - Opens the map to select a room to move to. The PC will automatically pass through any intervening room, (usually) selecting the shortest route.
Character Select - Opens the class roster to select a character to move to and interact with.
Interaction Buttons
When initiating interaction with a character, a column of buttons appears down the right side of the screen. Note that after three uses of any option per character per period, the percentage chance and effectiveness will sharply decline. This may still be positive for an additional try or two, depending on the personality type, traits and their love of your PC. For example, a Chatty character may be willing to chat once more about anything, a Lewd character may be like to hear more sex talk, etc.
- Encourage - Cheers up a character if depressed
- Calm - Calms down a character if angry
- Praise - Flatter or thank a character. Increases the % chance and maximum love gain of other options until leaving the room.
- Grumble - Complain to a character. Can soften another character's attitude toward the PC until leaving the room. This is more effective the more the character dislikes the PC.
- Apologize - Apologizes to character who feels wronged enough to demand an apology. These characters will be in an 'Unforgivable!' status toward your character until a successful apology.
- Never Mind - Cancels the interaction.
- Gossip about another character
- Invite character to a one-on-one activity
- Love options; share feelings, ask dates
- Contact: Make physical contact with character.
- Travel: Ask characters to come with, go away, or meet somewhere later.
Basics
For those who are having trouble with character interactions (racking up a lot of 0% and making classmates angry):
Initiate conversations using friendly conversation (the word bubble icon and it's sub options). If one doesn't work, try a different one and there's a good chance that one will succeed where the other failed.
If you initiate conversation and the person looks troubled, sad, etc. use the top dialogue icon (portrait of a boy with a speech bubble at his mouth) and it's sub options to resolve the problem. Cheer them up, calm them down, praise them, etc. until you succeed by choosing the correct one. Once you get the correct one and you improve their mood or remove negative effects, talk to them again and use the friendly conversation options (word bubble icon). Having a successful conversation segment after helping a classmate feel better will grant a substantial % boost.
About %
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 succed with as low as 1% but the odds are low.
The % value also gives an idea about your relationship with the character since the success rate increases as your relationship improves. The success rate can also be influenced by a lot of other things such as the timing, the other characters sexual orientation, their mood and more.
Even if an action is initiated successfully the result of the interaction can vary. This is indicated by the message following the interaction as well as a sound-effect. Talk interactions for example, can have 4 different outcomes(bad,normal,good and great) that are influnced by the mood of the character(better mood gives better results) and have different effects on your relationship. The "Confess"-interaction can also have different results, even if it is performend successfully. Depending your relationship to the character, they might state that they "only" like you or that they love you.
Traits and Relationship
The interacting characters traits and relationship might affect the success rate of an action, some examples:
- A character with easygoing will have the success rate multiplied by 1.5 for cheering, calming them.
- Always hungry will double the success rate of the food talk.
- Passionate trait will double the success rate of the love related action.
Having the right trait might give an increased initial success rate, which will make you able to discuss the subject.
Controls
- F1 Opens settings menu
- F2 Opens shortcuts menu
- F11 Saves screenshot to the data/cap folder
While interacting with character:
- space Opens camera control
- R Reset camera position
- home / end Zoom in or out
- pageup / pagedown Moves camera up or down
- up / down / left / right Move character
- 4 / 6 / 8 / 2 Rotate character
- 5 Reset rotation
- Clicking the right mouse button will stop your character from moving. It helps to position your character on the screen and can help you to avoid interrupting conversations.
- Scrolling the mouse wheel will let you cycle between targeted classmates that are on screen (like in AA1).
- Clicking the middle mouse wheel button will allow your character to auto move to the classmate you currently have targeted.
- Like in AA1, pressing the spacebar will pause conversations so you can have a few extra seconds to think about what to do or what to say. It also lets you look at the person you're talking to similar to looking at characters in the character maker.
Teacher
Artificial Academy 2 has introduced the ability to play as or have an NPC act as a teacher. The teacher is whoever is chosen in the top middle spot of the class. The role of teachers is not much different than a student. Teachers seem to linger around the classroom and staff room areas more.
Teachers can be fired from their job if certain circumstances are met such as skipping classes(after three times) or being caught by an NPC with the class prez trait engaging in sexual activity with a student.
Items
Using the maker, each created character gets assigned 3 trading-items(one for lovers, one for friends and one for sexual relationships).These items can not be traded directly. However, at some point, any NPC may ask you to trade. Depending on your relationship, they may trade their friend item or their lover's item with you. All item have no use besides trading (as confirmed ingame). If a student, or teacher, transfers out of the class the traded items stay with the person still in class. Likewise the items the transferee has vanish from the classroom. By transferring students after trading you can technically have multiples of the same items in the classroom.
Events that will force a student or teacher transfer
- Injury incident:
This can only be triggerd by characters with the "evil" trait(there have been reports to the contrary however)
There are two specific types of injury acts known:
1) A character with the "evil" trait gained knowledge of their lovers unfaithfulness(through withnessing or by rumor). This will result in a change of said characters disposition towards their lover to "TOGETHER FOREVER". The "evil" character will then injure their lover.
2) A character with the "evil" trait gained knowledge of an other characters advances towards their lover(specifically forced intercourse). The "evil" character will then injure the offender.
If the attacked character has the "Lucky" trait the injury might be avoided.
After the injury the attacked will no longer be available. The attacker might also be unavailable(due to getting caught and arrested) though there are some cases where the attacker will remain unpunished(exact circumstances are currently not known).
- Getting fired(as a teacher)
-Skip 3 classes
-H-action with student was witnessed by student who has "Class Prez" trait
-Class Prez: will report the teacher (and get him fired) when witnessing him having sex with student
Pregnancy
Each female character has hidden a cycle of risky (impregnation possible) and safe days (no risk of pregnancy) randomly generated on character creation.
This cycle is always 14 days long, but it varies from girl to girl what the exact cycle is, so one girl may have a cycle that looks like this:
- 4 safe days
- 4 high-risk days
- 2 safe days
- 4 low-risk days
- Repeat
Another may have a cycle that looks like this:
- 1 low-risk day
- 2 safe days
- 4 low-risk days
- 4 high-risk days
- 3 safe days
- Repeat
The chance of impregnation in high risk/low risk days are unknown at this point.
High risk days pregnancy
When trying to initiate intercourse outside of a safe zone, girls will make remarks about it being a risky day:
- Normal/High/Highest virtue girls with low intimacy will refuse sex; "No way! It's a dangerous day!"
- Normal/High/Highest virtue girls with high intimacy will ask/force you to wear a condom when initiating sex.
- Low/Lowest virtue girls will accept raw sex but will warn you to cum outside (No condom, ever).
When entering a safe zone (Love Hotel, Machine Room, Home, etc.), there will be no extra dialogue to indicate that it is as risky day. Girls with Normal/High/Highest virtue with low intimacy won't follow you into safe zones. The exception is the "Let's Study at home" activity which is inviting to home and this will initiate raw sex.
When coming inside during intercourse, the girl will make a remark about a possible pregnancy afterwards.
Low risk days
When trying to initiate intercourse outside of a safe zone, girls will make remarks about it being a risky day:
- Normal/High/Highest virtue girls with low intimacy may avoid sex with ambiguous tone.
- All girls with high intimacy will accept raw sex with a bit of hesitating; "it might be dangerous but... never mind."
If a girl is impregnated, she will confront you about it 3-4 game-weeks later, which results in a game over. The pregnant girl can then be transferred out of the class in order to keep on playing (see Condom section for contraceptive guidelines).
H-events
- Promised Sex
NPCs may promise sex to the PC or other NPCs under the condition of getting good marks on an exam. This is indicated by a dispostion change to "Lewd promise". Exams every three weeks on Saturday, beginning with academic exams, then athletic exams, then the club tournament. If the marks are good, the NPC will make an invitation for a H-session at their home.
- Sudden sex when skipping
Characters can invite you to skip class with them in the Infirmary or on the Rooftop. You will fall asleep together, and there's a random chance the other character will wake first and initiate sex.