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| =How do they work= | | =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. | + | 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. |
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− | 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. | + | Most interactions can be used on the same character only three times per time period. After three uses of any option per character per period the success rate will become 0% and that character will tell you to stop. |
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| + | 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. |
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| 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. | | 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. |
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− | After three uses of any option per character per period the success rate will become 0% and that character will tell you to stop.
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| ====[[File:Influence_button.jpg|56px]]Influence==== | | ====[[File:Influence_button.jpg|56px]]Influence==== |
Revision as of 07:33, 21 September 2014
FAQ
- Q: "Walk home together" and "Let's study together" always have 0% success rate.
A: Both characters must wear the uniform when going home (the one which has them carry their bag).
Interaction Camera
When initiating interaction with a character, their full detail model is centered facing you. Pressing SPACE will pause the interaction, hide the HUD, and make the camera controls available.
- Rotate - Left-Click + drag
- Pan Up/Down - Right-Click and drag up and down or pageup / pagedown.
- Pan Left/Right - Both-Click and drag left and right.
- Dolly Forward/Back - Right-Click and drag left and right, or home / end. This moves the camera in and out from the focus.
- Move Focus In/Out - Both-Click and drag up and down.
- Move character - up / down / left / right
- Zoom - ; / \ - changes camera angle, with the perspective distortion effects along the z-axis: extreme close-ups flatten the image, wide angle expands shapes nearer to the focus and reduces further away.
- Rotate character - 4 / 6 / 8 / 2
- Reset rotation - 5 / R
Pressing SPACE again resets the camera and resumes interaction.
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 of any option per character per period the success rate will become 0% and that character will tell you to stop.
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.
Influence
Interaction |
Description |
Mood Change Tendancy
|
Encourage |
Cheers up a character if depressed |
Normal(success)
|
Calm |
Calms down a character if angry |
Normal(success)
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Praise |
Flatter a character |
Happiness(success)
|
Grumble |
Complain to a character. Can soften another character's attitude toward the PC temporarily. This is more effective the more the character dislikes the PC. |
none
|
Apologize |
Apologizes to character who feels betrayed and demands an apology. These characters will be in an Unforgivable! status toward your character until a successful apology. It has a 1% success rate the first two attempts, 20% the third attempt, and, like any interaction, will automatically fail after three uses in a period. |
Normal(success)
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Never Mind |
Cancels the interaction |
none
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Lecture
All lectures reduce the character's horniness to some extent. Depending on the character's seriousness(virtue, teacher, related traits, mood etc) and may change the mood to Tension which increases the tendency to do school activities, and also increases the success rate of accepting cooperative works. Teachers have a far higher success rate for lecture interactions.
Interaction |
Description |
Mood Change Tendancy
|
Encourage to study |
Motivate character to get more involved in study and improves the character's effectiveness during study sessions but the success rate is reduced by the character's current horniness |
Tension(success)
|
Encourage to train |
Motivate character to get more involved in physical training and improves the character's effectiveness during training sessions but the success rate is reduced by the character's current horniness |
Tension(success)
|
Encourage club stuff |
Motivate character to get more involved in club activities and improves the character's effectiveness during club sessions but the success rate is reduced by the character's current horniness |
Tension(success)
|
Encourage to cooperate |
Increases the success rate of accepting group activities |
Tension(success)
|
Reflect on Ero |
Dampen a character's horniness, reducing it by much more than upper options |
Tension(success)
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Gossip
Success rate largely depends on the NPC's favorability towards the person you're talking about.
Interaction |
Description |
Mood Change Tendancy
|
I have a good rumor |
In most cases, tells the NPC something positive about that character; if effective, improves the chance they will seek out the said character for interaction. If the other character is already the character's lover, they will gush about them. If the character you tell this to is your lover, they will regard the other character as a rival, unless the other character is also their lover. |
none
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Try to get along with |
If successful, improves the character's attitude toward a selected character. If the character already likes the other character, improves their opinion toward you. If unsuccessful, reduces opinion toward you |
none
|
I want to get along with |
Ask the NPC to tell to that character a good rumor about you |
none
|
I have a bad rumor |
Lowers the character's opinion of the other character, or if unsuccessful it lowers their opinion of you. If a lover is told a rumor they believe, they may seek the reported lover for a slap (that includes you.) This is more likely if the rumor is true. If the lover is doubtful, they may question their lover personally about it. |
none
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Do you love this person? |
Reveals the character's feelings toward another character. You can also refer to your PC when asking. |
none
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Chat
Successful talk interactions have 3 different outcomes (small, lively and deep) that are influenced by the mood of the character(better mood gives better results) and have different effects on your relationship. Different topics have different rates of having deep conversations, dependent on the Personality type and Traits.
Interaction |
Description |
Mood Change Tendancy
|
Daily Life |
Light topics that are very easy to get a character to open up and reveal themselves with |
Happiness(lively or deep conversation)
|
Hobbies |
Light topics that are very easy to get a character to open up and reveal themselves with |
Happiness(lively or deep conversation)
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Food |
Light topics that are very easy to get a character to open up and reveal themselves with |
Happiness(lively or deep conversation)
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Love |
Talk about matters of the heart. Successes and failures have a more drastic effect on the character's opinion of you |
Blush(lively or deep conversation)
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Lewd things |
Increases the character's horniness. Some personality types/traits are more enthusiastic about this subject while others prefer to avoid it |
Horny(lively or deep conversation)
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Invite
Interaction |
Description |
Mood Change Tendancy
|
Study together |
Invites a character to improve Wisdom score with you. The character with the lower score will improve much more, the one with higher score will improve less. |
none
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Do sport |
Invites a character to improve Strength score with you. The character with the lower score will improve much more, the one with higher score will improve less. |
none
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Do club stuff |
Invites a character to improve the club score with you. The character with the lower score will improve much more, the one with higher score will improve less. This activity only works if you are both part of the same club, otherwise the result is 0%. |
none
|
Massage |
Massages the character, reducing stress but also clearing any love, hate and horniness accumulated from interacting with you |
Calm(success), Horny(cop a feel)
|
Go to class (During morning) |
Ask them to come to the morning class with you. Doing so will also spread rumors that you have become a couple with that character. |
none
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Go eat lunch (During noon) |
Ask the character to eat lunch with you on the rooftop |
Happiness(success)
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Let's take a rest (During afternoon) |
Ask the character to take a tea break in the courtyard |
Calm(success)
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Walk home together (During evening) |
Ask the character to walk home with you at after school. This improves love relationship and ends the day. Similar to going to class together, this can spread rumors of a relationship between the characters. Both characters must be dressed in their uniform (the one which has them carry their bag) for them to accept. |
none
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Have some fun |
Invite a character to the arcade improving their friendship or love. If during school hours, these forfeit all time remaining in the period and skips the curriculum between periods. Fewer characters will be willing to skip class, but Wild characters will be more likely to join even if their opinion of you is ambivalent. |
Happiness(success)
|
Go eat |
Invite a character to the restaurant improving their friendship or love. If during school hours, these forfeit all time remaining in the period and skips the curriculum between periods. Fewer characters will be willing to skip class, but Wild characters will be more likely to join even if their opinion of you is ambivalent. |
Happiness(success)
|
Go to karaoke |
Invite a character to the arcade, restaurant or karaoke, improving their friendship, or love. If during school hours, these forfeit all time remaining in the period and skips the curriculum between periods. Fewer characters will be willing to skip class, but Wild characters will be more likely to join even if their opinion of you is ambivalent. During karaoke you can left click anywhere to finish before the song finishes |
Happiness(success)
|
Let's study together |
This invites the character to study with you at your home. A character resistant to having sex with your character is unlikely to accept. Sex will only occur if that character is at maximum horniness when leaving from the train station, otherwise you will have a study session with that character. Again, you both must be dressed in your uniform for them to accept. Also, unlike in the first game this will not end the day. |
none
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Bully
Every interaction will increase Dislike or Hate unless the other character is a masochist. Abusive interactions will also display a Purple Status when Love is below max range and will also cause some degree of hate and anger unless the target has the "masochist" trait.
Interaction |
Description |
Mood Change Tendancy
|
Insult |
Insults a character. It will always give a 0% result so it's not limited to three attempts per time period. A successful insult against a Masochist will increase their opinion of you, as well as their horniness. |
Anger(unless masochist)
|
Fight |
Challenge another character to a fight. Whoever loses will crouch in pain and will be unable to act for a few seconds. |
Anger
|
Ignore |
Order the NPC to ignore a specific character |
Anger(failure)
|
Show 'that' |
Demand the character to expose themselves to you |
Anger(failure)
|
Put this on |
Make the character wear a vibrator |
Horny(success), Anger(failure)
|
Force |
Coerces another character have sex with you. This can be only be used on lovers and characters with "exploitable" trait otherwise the result will always be 0%.
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Anger(failure)
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Love
Interaction |
Description |
Mood Change Tendancy
|
Ask to join club |
Invite the character to join your club. |
none
|
Ask on a date |
Invite the character on a date next Sunday. Selecting this option again will result in that character confirming the date with 999%. |
none
|
Confess |
Tells a character you love him/her. Depending your relationship to the character, they will state that they like you, that they love you, or that they don't have feelings for you. |
none
|
Let's be lovers (if not in a relationship) |
Ask to become lovers with the character. If failed, causes depression in the confessing character. |
Anger(if you already have a lover, otherwise no change in mood)
|
Let's break up (in in a relationship) |
Ask to officially break up your relationship but if Love is high that character won't believe you actually mean it |
Sadness(success)
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Contact
Success rate largely depends on the sexual orientation of the NPC. Also, all of these except "Caress" will make those in the room react, possibly spread rumors, and if a lover witnesses, it will certainly give them the opinion of Cheater!. Lovers may spontaneously do these in public to spread the rumors, cause jealousy, and deflect others' interest in your character. It should be noted that if a NPC hugs/kisses you without you being given a choice then jealousy will not occur.
- "Caress", "Hug", and "Kiss" are necessary steps in intimacy depending on virtue. Normal/High/Highest virtues aren't likely to be succeed unless the previous steps have been taken; won't be willing to have sex with someone they've never kissed, are less likely to kiss if they haven't been hugged, and so on. Lower virtues are more opened, and even might give their first kiss after sex like as a reward. Touch isn't necessary to initiate Sex, but it will help.
Interaction |
Description |
Mood Change Tendancy
|
Caress |
Pat/stroke a character's head. This reduces stress and horniness, increases friendship/love |
Happiness(success)
|
Hug |
Hug a character reducing stress and increasing affection |
Blush(success), Anger(failure)
|
Kiss |
Kiss a character, increasing love and horniness. |
Blush(success), Anger(failure)
|
Touch |
Grope/touches a character. Increases horniness but reduces love except for Lewd types |
Horny(success), Anger(failure)
|
Sex |
Initiates sex in the room with the character. If not horny enough, reduces love. |
depends on the satisfied preferences, Anger(failed interaction)
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Travel
Interaction |
Description |
Mood Change Tendancy
|
Follow me |
Asks the character to follow you. They will trail after your character until the next time you interact with them, unless you follow another character. Joining or initiating a group activity will also leave them behind. |
none
|
Go away |
Asks the character to leave the room |
Sadness
|
Come here |
Asks the character to meet you at a location next period, and next period that location will be marked on the map with a red person icon. Interacting with the character there will improve their opinion toward you and standing them up will lower it. |
none
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Group
Located in the upper-right corner outside conversations, group hollers reach everyone in the room, except
Gather around which can call characters in adjacent rooms to come to your room. The effectiveness of group interactions is based on individual characters' sociability, how they feel about the PC, and whether they have an action chosen already. Note that these will not change the mood and you can't lose favorability here.
- Let's study/Let's do sports/Let's do club stuff - These are 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.