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

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There are 51 interactions that the Player can choose from, these are grouped in 11 categories. Almost all interaction give points toward the Favorability Rating.
 
There are 51 interactions that the Player can choose from, these are grouped in 11 categories. Almost all interaction give points toward the Favorability Rating.
 
===Let's Talk===
 
===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.  
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Successful interactions have 3 different outcomes (bad, good and great) that are influenced by the character's mood.  
 
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Revision as of 06:31, 23 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.

Not Interacting with a character during the day will result in a negative opinion toward them and vice versa.

Types of Interactions

There are 51 interactions that the Player can choose from, these are grouped in 11 categories. Almost all interaction give points toward the Favorability Rating.

Let's Talk

Successful interactions have 3 different outcomes (bad, good and great) that are influenced by the character's 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 Distant and Hate points and increasing the NPC Love and Friend points, or will say that it's not true, increasing your Love and Friend points toward them and clearing your bad moods but at the cost of increasing the NPC Distant and Hate points. 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.

These interactions don't have any effects on PC except increasing the NPC's like/love towards you depending on which topic you consulted about and if they agreed/disagreed with it.

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. NOTE: bad rumors have now been buffed since AA2, as succesful rumors now gives hate instead of dislike. The amount of hate seems to be determined by how much the NPC likes the 3rd person. 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 Invites the character to your home to have fun. A character resistant in 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 with the person you're trying to invite at home for sex. 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 love and horniness. Blush/Horny(success), Anger(failure, low favourability)
Skinship.pngSex Initiates a H scene with the character at 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. The target will always refuse to follow you if they're at the Beach and have already changed in their swimsuit. 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 meet 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 at 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

Aside from being able to do every interaction the PC does, NPCs can also initiate some specific interactions unavailable to the PC.

  • Did you have sex with... A NPC who thinks that you're cheating on them can ask anyone in the roster this question. This can cause the Unforgivable! status if you answer Yes but if someone else admits that they had sex with you, it will cause the Cheater! status instead.
  • Have you ever had sex? A NPC that's interested in someone may come and ask them this question, especially if the NPC is being cheated on. Answering "Yes" has no effect on their mood, even if you're lying, but, unlike in AA2, if your answer is "No", they may offer to have sex with you. You may refuse their advances, which will put them in a bad mood otherwise.
  • Do you have a lover? Any NPC may come and ask you this question. It's more likely to happen if they're being cheated on and it can also trigger even if you or them are already in a relationship. Answering "Yes" has no effect on their mood, even if you're lying, but if you answer "No", they may offer to start a relationship with you, putting them in a bad mood if you refuse. This can be exploited to enter relationships with Higher virtues who already have someone they're dating, but it can also be used against you too. The only characters resistent to this interaction are the ones with the Singleminded trait.
  • How are you? A NPC that likes/loves you enough may come and ask you this question. Answering "Yes" will put them at ease, but if you answer "No", they will comfort you with a headpat. The headpat only happens to PC answering "No".
  • @ Likes you A NPC that likes you enough may tip you that someone has feelings for you. This is purely random and doesn't actually mean the person they mentioned loves you at all.
  • I saw @ having sex... A NPC that saw someone having H in public may, on rare occasions, tell you who it was. In most cases, it's usually the person that NPC hates or their love rival.
  • Kiss me, please A girl that likes/loves you enough may ask you to kiss her. This can cause jealousy if other lovers witness the kiss.
  • Hug me, please A NPC that likes/loves you enough may offer to hug you. This can cause jealousy if other lovers witness the hug.
  • Flash A girl may offer to expose herself to someone she loves or likes, depending on her virtue.
  • Trade your friend/lover items Accepting will increase their Like or Love as well as exchange your current items (visible when you check a character with the Jizou Statue) and also making it easier to befriend the NPC who you traded with.
  • Kidnap A NPC with the "Evil" trait will attempt to kidnap their target. This can only trigger if the Evil character's lover has been caught cheating before. The target can either be the lover if the Evil NPC has built enough hate towards them or the person the Evil Lover saw they've been having sex with their partner.
  • Force A NPC with the "Evil" trait can force sex on the PC without a Yes/No prompt.
  • Good Morning Kiss A lover may give you a good morning kiss if it arrives at the station after you. Note that unlike AA2, this can cause jealousy if you have other lovers.
  • Sudden Kiss A kiss interaction without the Yes/No prompt. It's mainly used by higher virtues and, unlike AA2, it can make other lovers jealous if they see it. Also the NPCS no longer spam this interaction forever like in AA2 (please Illusion don't change it back to the way it works in AA2. I don't want to mod the AI for 3 damn months again. Whoever reads this, please don't delete my extra comment. I really hated this interaction in AA2 lol).
  • Break up A NPC who no longer loves you or who saw you cheating a lot may come and break up with you (with unique dialogue for both cases). Unlike the PC's interaction, you don't get the chance to refuse.
  • Let's 3P A NPC who has multiple lovers (including the PC) may offer you to have 3P with someone. If you accept, you'll follow to the 3rd person and H will begin instantly, ignoring that character's favourability towards you entirely, making it possible to have sex with someone that hates you, although no love will be gained after the session. Note that this can fail if you cannot reach the other person for some reasons.
  • Let's hang Sometimes after the whole day is over, an NPC that likes you enough may ask to come to your room tonight to hang together.
  • Let's hang(H) Sometimes after the whole day is over, an NPC that likes you enough may ask to come to your room tonight. If accepted, a H scene will start at your home between the two of you, while rejecting their offer will put them in a bad mood.