Difference between revisions of "Artificial Academy 2/Gameplay/Mood"
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| Calm||Tranquil [[File:BGMTranquil.ogg]]||taking a break or receiving a massage||decreased success rate for [[File:Lecture_button.jpg|24px]] interactions and increased maximum Like gain from other interactions | | Calm||Tranquil [[File:BGMTranquil.ogg]]||taking a break or receiving a massage||decreased success rate for [[File:Lecture_button.jpg|24px]] interactions and increased maximum Like gain from other interactions | ||
| + | *won't fight | ||
*reduced movement speed | *reduced movement speed | ||
||<span style="color:blue">Daydreamer</span> / <span style="color:red">Absentminded</span> | ||<span style="color:blue">Daydreamer</span> / <span style="color:red">Absentminded</span> | ||
Revision as of 08:13, 18 January 2015
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all characters are at least 18
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Interactions affect and are affected by the other character's mood. These moods affect both the interactions' success rate and their result. They can be identified either when initiating dialogue or by noticing the respective BGM. The only exception is the blush mood. A character that is in that mood will only reveal this to characters who he/she loves.
Aside from the aforementioned conditions, a character's mood can also change randomly to the one associated with his/her traits.
The frequency of the mood changes is reduced by the "Calm" trait and increased by the "Impulsive" trait.
For the exact success rate modifiers see this section